[D3D12] DXBC: Use movc instead of indexable temps by default because of Nvidia hang

This commit is contained in:
Triang3l 2018-09-08 15:06:53 +03:00
parent 0165136f69
commit b91866fa49
2 changed files with 224 additions and 150 deletions

View File

@ -9,6 +9,8 @@
#include "xenia/gpu/dxbc_shader_translator.h" #include "xenia/gpu/dxbc_shader_translator.h"
#include <gflags/gflags.h>
#include <algorithm> #include <algorithm>
#include <cstring> #include <cstring>
@ -18,6 +20,12 @@
#include "xenia/base/assert.h" #include "xenia/base/assert.h"
#include "xenia/base/math.h" #include "xenia/base/math.h"
DEFINE_bool(dxbc_indexable_temps, false,
"Use indexable temporary registers in translated DXBC shaders for "
"relative addressing of general-purpose registers - shaders rarely "
"do that, but when they do, this may improve performance on AMD, "
"but may cause GPU hangs on Nvidia.");
namespace xe { namespace xe {
namespace gpu { namespace gpu {
using namespace ucode; using namespace ucode;
@ -35,7 +43,8 @@ using namespace ucode;
// - x# (indexable temporary registers) are 4-component (though not sure what // - x# (indexable temporary registers) are 4-component (though not sure what
// happens if you dcl them as 1-component) and can be accessed either via // happens if you dcl them as 1-component) and can be accessed either via
// a mov load or a mov store (and those movs are counted as ArrayInstructions // a mov load or a mov store (and those movs are counted as ArrayInstructions
// in STAT, not as MovInstructions). // in STAT, not as MovInstructions). They may hang Nvidia GPUs totally though
// (happened on GTX 850M).
// //
// Indexing: // Indexing:
// - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of // - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of
@ -67,7 +76,7 @@ void DxbcShaderTranslator::Reset() {
uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) { uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
uint32_t register_index = system_temp_count_current_; uint32_t register_index = system_temp_count_current_;
if (!uses_register_dynamic_addressing()) { if (!IndexableGPRsUsed()) {
// Guest shader registers first if they're not in x0. // Guest shader registers first if they're not in x0.
register_index += register_count(); register_index += register_count();
} }
@ -99,6 +108,10 @@ void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
system_temp_count_current_ -= std::min(count, system_temp_count_current_); system_temp_count_current_ -= std::min(count, system_temp_count_current_);
} }
bool DxbcShaderTranslator::IndexableGPRsUsed() const {
return FLAGS_dxbc_indexable_temps && uses_register_dynamic_addressing();
}
void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() { void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
// Vertex index is in an input bound to SV_VertexID, byte swapped according to // Vertex index is in an input bound to SV_VertexID, byte swapped according to
// xe_vertex_index_endian system constant and written to GPR 0 (which is // xe_vertex_index_endian system constant and written to GPR 0 (which is
@ -114,7 +127,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
// Write to GPR 0 - either directly if not using indexable registers, or via a // Write to GPR 0 - either directly if not using indexable registers, or via a
// system temporary register. // system temporary register.
uint32_t reg; uint32_t reg;
if (uses_register_dynamic_addressing()) { if (IndexableGPRsUsed()) {
reg = PushSystemTemp(); reg = PushSystemTemp();
} else { } else {
reg = 0; reg = 0;
@ -349,7 +362,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.conversion_instruction_count; ++stat_.conversion_instruction_count;
if (uses_register_dynamic_addressing()) { if (IndexableGPRsUsed()) {
// Store to indexed GPR 0 in x0[0]. // Store to indexed GPR 0 in x0[0].
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
@ -410,7 +423,7 @@ void DxbcShaderTranslator::StartVertexShader() {
void DxbcShaderTranslator::StartPixelShader() { void DxbcShaderTranslator::StartPixelShader() {
// Copy interpolants to GPRs. // Copy interpolants to GPRs.
uint32_t interpolator_count = std::min(kInterpolatorCount, register_count()); uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
if (uses_register_dynamic_addressing()) { if (IndexableGPRsUsed()) {
// Copy through r# to x0[#]. // Copy through r# to x0[#].
uint32_t interpolator_temp_register = PushSystemTemp(); uint32_t interpolator_temp_register = PushSystemTemp();
for (uint32_t i = 0; i < interpolator_count; ++i) { for (uint32_t i = 0; i < interpolator_count; ++i) {
@ -454,26 +467,6 @@ void DxbcShaderTranslator::StartPixelShader() {
} }
// TODO(Triang3l): ps_param_gen. // TODO(Triang3l): ps_param_gen.
// Initialize color indexable temporary registers so they have a defined value
// in case the shader doesn't write to all used outputs on all execution
// paths.
for (uint32_t i = 0; i < 4; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
shader_code_.push_back(GetColorIndexableTemp());
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.array_instruction_count;
}
} }
void DxbcShaderTranslator::StartTranslation() { void DxbcShaderTranslator::StartTranslation() {
@ -484,6 +477,10 @@ void DxbcShaderTranslator::StartTranslation() {
system_temp_loop_count_ = PushSystemTemp(true); system_temp_loop_count_ = PushSystemTemp(true);
if (is_vertex_shader()) { if (is_vertex_shader()) {
system_temp_position_ = PushSystemTemp(true); system_temp_position_ = PushSystemTemp(true);
} else if (is_pixel_shader()) {
for (uint32_t i = 0; i < 4; ++i) {
system_temp_color_[i] = PushSystemTemp(true);
}
} }
// Write stage-specific prologue. // Write stage-specific prologue.
@ -510,41 +507,20 @@ void DxbcShaderTranslator::CompleteVertexShader() {
} }
void DxbcShaderTranslator::CompletePixelShader() { void DxbcShaderTranslator::CompletePixelShader() {
uint32_t color_indexable_temp = GetColorIndexableTemp();
// Allocate temporary registers for alpha testing, color indexable temp
// load/store and storing the color output map.
uint32_t temp1 = PushSystemTemp();
uint32_t temp2 = PushSystemTemp();
// TODO(Triang3l): Alpha testing. // TODO(Triang3l): Alpha testing.
// Apply color exponent bias (need to use a temporary register because // Apply color exponent bias (the constant contains 2.0^bias).
// indexable temps are load/store).
rdef_constants_used_ |= 1ull rdef_constants_used_ |= 1ull
<< uint32_t(RdefConstantIndex::kSysColorExpBias); << uint32_t(RdefConstantIndex::kSysColorExpBias);
for (uint32_t i = 0; i < 4; ++i) { for (uint32_t i = 0; i < 4; ++i) {
// Load the color from the indexable temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2));
shader_code_.push_back(color_indexable_temp);
shader_code_.push_back(i);
++stat_.instruction_count;
++stat_.array_instruction_count;
// Multiply by the exponent bias (the constant contains 2.0^b).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp1); shader_code_.push_back(system_temp_color_[i]);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1); shader_code_.push_back(system_temp_color_[i]);
shader_code_.push_back(EncodeVectorReplicatedOperand( shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3)); D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants)); shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
@ -552,67 +528,58 @@ void DxbcShaderTranslator::CompletePixelShader() {
shader_code_.push_back(kSysConst_ColorExpBias_Vec); shader_code_.push_back(kSysConst_ColorExpBias_Vec);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.float_instruction_count; ++stat_.float_instruction_count;
// Store the biased color back to the indexable temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
shader_code_.push_back(color_indexable_temp);
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.array_instruction_count;
} }
// Remap guest render target indices to host since because on the host, the // Remap guest render target indices to host since because on the host, the
// indices of the bound render targets are consecutive. // indices of the bound render targets are consecutive. This is done using 16
// temp1 = xe_color_output_map // movc instructions because indexable temps hang Nvidia GPUs like GTX 850M.
// temp2 = oC[temp1.x] // In the map, the components are host render target indices, and the values
// SV_Target0 = temp2 // are the guest ones.
// temp2 = oC[temp1.y] uint32_t remap_movc_mask_register = PushSystemTemp();
// SV_Target1 = temp2 uint32_t remap_movc_target_register = PushSystemTemp();
// temp2 = oC[temp1.w]
// SV_Target2 = temp2
// temp2 = oC[temp1.z]
// SV_Target3 = temp2
//
// Load the constant to a temporary register so it can be used for relative
// addressing.
rdef_constants_used_ |= 1ull rdef_constants_used_ |= 1ull
<< uint32_t(RdefConstantIndex::kSysColorOutputMap); << uint32_t(RdefConstantIndex::kSysColorOutputMap);
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | // Host RT i, guest RT j.
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7)); for (uint32_t i = 0; i < 4; ++i) {
// mask = map.iiii == (0, 1, 2, 3)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp1); shader_code_.push_back(remap_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3)); D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants)); shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorOutputMap_Vec); shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(1);
shader_code_.push_back(2);
shader_code_.push_back(3);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.mov_instruction_count; ++stat_.int_instruction_count;
// Do the remapping. for (uint32_t j = 0; j < 4; ++j) {
for (uint32_t i = 0; i < 4; ++i) { // If map.i == j, move guest color j to the temporary host color.
// Copy to r# because indexable temps must be loaded/stored via r#. shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp2); shader_code_.push_back(remap_movc_target_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2,
D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
D3D10_SB_OPERAND_INDEX_RELATIVE));
shader_code_.push_back(color_indexable_temp);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1)); EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, j, 1));
shader_code_.push_back(temp1); shader_code_.push_back(remap_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_color_[j]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(remap_movc_target_register);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.array_instruction_count; ++stat_.movc_instruction_count;
// Write to o#. }
// Write the remapped color to host render target i.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back( shader_code_.push_back(
@ -620,16 +587,22 @@ void DxbcShaderTranslator::CompletePixelShader() {
shader_code_.push_back(i); shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp2); shader_code_.push_back(remap_movc_target_register);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.mov_instruction_count; ++stat_.mov_instruction_count;
} }
// Free the temporary registers used for remapping.
// Free the temporary registers.
PopSystemTemp(2); PopSystemTemp(2);
} }
void DxbcShaderTranslator::CompleteShaderCode() { void DxbcShaderTranslator::CompleteShaderCode() {
if (is_vertex_shader()) {
// Release system_temp_position_.
PopSystemTemp();
} else if (is_pixel_shader()) {
// Release system_temp_color_.
PopSystemTemp(4);
}
// Release the following system temporary values so epilogue can reuse them: // Release the following system temporary values so epilogue can reuse them:
// - system_temp_pv_. // - system_temp_pv_.
// - system_temp_ps_pc_p0_a0_. // - system_temp_ps_pc_p0_a0_.
@ -812,7 +785,7 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
// *********************************************************************** // ***********************************************************************
// General-purpose register // General-purpose register
// *********************************************************************** // ***********************************************************************
if (uses_register_dynamic_addressing()) { if (IndexableGPRsUsed()) {
// GPRs are in x0 - need to load to the intermediate register (indexable // GPRs are in x0 - need to load to the intermediate register (indexable
// temps are only accessible via mov load/store). // temps are only accessible via mov load/store).
if (dxbc_operand.intermediate_register == if (dxbc_operand.intermediate_register ==
@ -852,9 +825,62 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.array_instruction_count; ++stat_.array_instruction_count;
} else { } else {
// GPRs are in r# - can access directly. // GPRs are in r# - can access directly if addressed statically, load
// by checking every register whether it's the needed one if addressed
// dynamically.
if (operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic) {
dxbc_operand.type = DxbcSourceOperand::Type::kRegister; dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
dxbc_operand.index = uint32_t(operand.storage_index); dxbc_operand.index = uint32_t(operand.storage_index);
} else {
if (dxbc_operand.intermediate_register ==
DxbcSourceOperand::kIntermediateRegisterNone) {
dxbc_operand.intermediate_register = PushSystemTemp();
}
dxbc_operand.type = DxbcSourceOperand::Type::kIntermediateRegister;
uint32_t gpr_movc_mask_register = PushSystemTemp();
for (uint32_t i = 0; i < register_count(); ++i) {
if ((i & 3) == 0) {
// Compare the dynamic address to each register number to check if
// it's the one that's needed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back(i + j - uint32_t(operand.storage_index));
}
++stat_.instruction_count;
++stat_.int_instruction_count;
}
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
// Release gpr_movc_mask_register.
PopSystemTemp();
}
} }
break; break;
@ -1425,6 +1451,31 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
} }
} }
bool is_static = result.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic;
// If the index is dynamic, choose where it's taken from.
uint32_t dynamic_address_register;
uint32_t dynamic_address_component;
if (result.storage_addressing_mode ==
InstructionStorageAddressingMode::kAddressRelative) {
// Addressed by aL.x.
dynamic_address_register = system_temp_aL_;
dynamic_address_component = 0;
} else {
// Addressed by a0.
dynamic_address_register = system_temp_ps_pc_p0_a0_;
dynamic_address_component = 3;
}
// Temporary registers for storing dynamically indexed GPRs via movc.
uint32_t gpr_movc_source_register = UINT32_MAX;
uint32_t gpr_movc_mask_register = UINT32_MAX;
if (result.storage_target == InstructionStorageTarget::kRegister &&
!is_static && !IndexableGPRsUsed()) {
gpr_movc_source_register = PushSystemTemp();
gpr_movc_mask_register = PushSystemTemp();
}
// Store both parts of the write (i == 0 - swizzled, i == 1 - constant). // Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
for (uint32_t i = 0; i < 2; ++i) { for (uint32_t i = 0; i < 2; ++i) {
uint32_t mask = i == 0 ? swizzle_mask : constant_mask; uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
@ -1436,9 +1487,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
uint32_t source_length = i != 0 ? 5 : 2; uint32_t source_length = i != 0 ? 5 : 2;
switch (result.storage_target) { switch (result.storage_target) {
case InstructionStorageTarget::kRegister: case InstructionStorageTarget::kRegister:
if (uses_register_dynamic_addressing()) { if (IndexableGPRsUsed()) {
bool is_static = result.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic;
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.array_instruction_count; ++stat_.array_instruction_count;
shader_code_.push_back( shader_code_.push_back(
@ -1454,18 +1503,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
shader_code_.push_back(0); shader_code_.push_back(0);
shader_code_.push_back(uint32_t(result.storage_index)); shader_code_.push_back(uint32_t(result.storage_index));
if (!is_static) { if (!is_static) {
uint32_t dynamic_address_register;
uint32_t dynamic_address_component;
if (result.storage_addressing_mode ==
InstructionStorageAddressingMode::kAddressRelative) {
// Addressed by aL.x.
dynamic_address_register = system_temp_aL_;
dynamic_address_component = 0;
} else {
// Addressed by a0.
dynamic_address_register = system_temp_ps_pc_p0_a0_;
dynamic_address_component = 3;
}
shader_code_.push_back(EncodeVectorSelectOperand( shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1)); D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register); shader_code_.push_back(dynamic_address_register);
@ -1479,7 +1516,8 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
saturate_bit); saturate_bit);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(uint32_t(result.storage_index)); shader_code_.push_back(is_static ? uint32_t(result.storage_index)
: gpr_movc_source_register);
} }
break; break;
@ -1510,15 +1548,15 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
case InstructionStorageTarget::kColorTarget: case InstructionStorageTarget::kColorTarget:
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.array_instruction_count; ++stat_.mov_instruction_count;
shader_code_.push_back( shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4 + source_length) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit); saturate_bit);
shader_code_.push_back(EncodeVectorMaskedOperand( shader_code_.push_back(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, mask, 2)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(GetColorIndexableTemp()); shader_code_.push_back(
shader_code_.push_back(uint32_t(result.storage_index)); system_temp_color_[uint32_t(result.storage_index)]);
break; break;
default: default:
@ -1539,6 +1577,50 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
} }
} }
} }
// Store to the GPR using lots of movc instructions if not using indexable
// temps, but the target has a relative address.
if (gpr_movc_source_register != UINT32_MAX) {
for (uint32_t i = 0; i < register_count(); ++i) {
if ((i & 3) == 0) {
// Compare the dynamic address to each register number to check if it's
// the one that's needed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back(i + j - uint32_t(result.storage_index));
}
++stat_.instruction_count;
++stat_.int_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(gpr_movc_source_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(i);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
PopSystemTemp(2);
}
} }
void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index, void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index,
@ -4129,9 +4211,10 @@ void DxbcShaderTranslator::WriteShaderCode() {
// Temporary registers - guest general-purpose registers if not using dynamic // Temporary registers - guest general-purpose registers if not using dynamic
// indexing and Xenia internal registers. // indexing and Xenia internal registers.
stat_.temp_register_count = stat_.temp_register_count = system_temp_count_max_;
(uses_register_dynamic_addressing() ? 0 : register_count()) + if (!IndexableGPRsUsed()) {
system_temp_count_max_; stat_.temp_register_count += register_count();
}
if (stat_.temp_register_count != 0) { if (stat_.temp_register_count != 0) {
shader_object_.push_back( shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_TEMPS) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_TEMPS) |
@ -4140,7 +4223,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
} }
// General-purpose registers if using dynamic indexing (x0). // General-purpose registers if using dynamic indexing (x0).
if (uses_register_dynamic_addressing()) { if (IndexableGPRsUsed()) {
shader_object_.push_back( shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
@ -4152,17 +4235,6 @@ void DxbcShaderTranslator::WriteShaderCode() {
stat_.temp_array_count += register_count(); stat_.temp_array_count += register_count();
} }
// Pixel shader color output (remapped in the end of the shader).
if (is_pixel_shader()) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(GetColorIndexableTemp());
shader_object_.push_back(4);
shader_object_.push_back(4);
stat_.temp_array_count += 4;
}
// Initialize the depth output if used, which must be initialized on every // Initialize the depth output if used, which must be initialized on every
// execution path. // execution path.
if (is_pixel_shader() && writes_depth_) { if (is_pixel_shader() && writes_depth_) {

View File

@ -200,11 +200,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
// Frees the last allocated internal r# registers for later reuse. // Frees the last allocated internal r# registers for later reuse.
void PopSystemTemp(uint32_t count = 1); void PopSystemTemp(uint32_t count = 1);
// Gets the x# register array used for color outputs (since colors are // Whether general-purpose register values should be stored in x0 rather than
// remapped). // r# in this shader.
inline uint32_t GetColorIndexableTemp() const { bool IndexableGPRsUsed() const;
return uses_register_dynamic_addressing() ? 1 : 0;
}
// Writing the prologue. // Writing the prologue.
void StartVertexShader_LoadVertexIndex(); void StartVertexShader_LoadVertexIndex();
@ -423,6 +421,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
// applied in the end of the shader). // applied in the end of the shader).
uint32_t system_temp_position_; uint32_t system_temp_position_;
// Color outputs in pixel shaders (because of exponent bias, alpha test and
// remapping).
uint32_t system_temp_color_[4];
bool writes_depth_; bool writes_depth_;
// The STAT chunk (based on Wine d3dcompiler_parse_stat). // The STAT chunk (based on Wine d3dcompiler_parse_stat).