[DXBC] ROV: Force late Z write with kill instructions

This commit is contained in:
Triang3l 2020-12-10 12:36:37 +03:00
parent 9349cf4ff4
commit bc0c2040e2
2 changed files with 58 additions and 49 deletions

View File

@ -189,12 +189,12 @@ class DxbcShaderTranslator : public ShaderTranslator {
kSysFlag_ROVStencilTest_Shift,
// If the depth/stencil test has failed, but resulted in a stencil value
// that is different than the one currently in the depth buffer, write it
// anyway and don't run the shader (to check if the sample may be discarded
// some way). This, however, also results in depth/stencil testing done
// entirely early even when it passes to prevent writing in divergent places
// in the shader. When the shader can kill, this must be set only for
// RB_DEPTHCONTROL EARLY_Z_ENABLE, not for alpha test/alpha to coverage
// disabled.
// anyway and don't run the rest of the shader (to check if the sample may
// be discarded some way) - use when alpha test and alpha to coverage are
// disabled. Ignored by the shader if not applicable to it (like if it has
// kill instructions or writes the depth output).
// TODO(Triang3l): Replace with an alpha-to-mask flag, check if
// (flags & (alpha test | alpha to mask)) == (always | disabled).
kSysFlag_ROVDepthStencilEarlyWrite_Shift,
kSysFlag_Count,

View File

@ -1024,51 +1024,60 @@ void DxbcShaderTranslator::ROV_DepthStencilTest() {
// temp.z = viewport maximum depth if not writing to oDepth
// temp.w = whether depth/stencil has been modified
DxbcOpINE(temp_w_dest, sample_depth_stencil_src, temp_w_src);
// Check if need to write.
// temp.x? = resulting sample depth/stencil
// temp.y = polygon offset if not writing to oDepth
// temp.z = viewport maximum depth if not writing to oDepth
// temp.w = free
DxbcOpIf(true, temp_w_src);
{
if (depth_stencil_early) {
// Get if early depth/stencil write is enabled to temp.w.
// temp.w = whether early depth/stencil write is enabled
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
DxbcOpAnd(temp_w_dest,
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_Flags_Vec)
.Select(kSysConst_Flags_Comp),
DxbcSrc::LU(kSysFlag_ROVDepthStencilEarlyWrite));
// Check if need to write early.
// temp.w = free
DxbcOpIf(true, temp_w_src);
}
// Write the new depth/stencil.
if (uav_index_edram_ == kBindingIndexUnallocated) {
uav_index_edram_ = uav_count_++;
}
DxbcOpStoreUAVTyped(
DxbcDest::U(uav_index_edram_, uint32_t(UAVRegister::kEdram)),
DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kYYYY), 1,
sample_depth_stencil_src);
if (depth_stencil_early) {
// Need to still run the shader to know whether to write the
// depth/stencil value.
DxbcOpElse();
// Set sample bit out of bits 4:7 of system_temp_rov_params_.x if need
// to write later (after checking if the sample is not discarded by a
// kill instruction, alphatest or alpha-to-coverage).
DxbcOpOr(DxbcDest::R(system_temp_rov_params_, 0b0001),
DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kXXXX),
DxbcSrc::LU(1 << (4 + i)));
// Close the early depth/stencil check.
DxbcOpEndIf();
if (depth_stencil_early && !CanWriteZEarly()) {
// Set the sample bit in bits 4:7 of system_temp_rov_params_.x - always
// need to write late in this shader, as it may do something like
// explicitly killing pixels.
DxbcOpBFI(DxbcDest::R(system_temp_rov_params_, 0b0001), DxbcSrc::LU(1),
DxbcSrc::LU(4 + i), temp_w_src,
DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kXXXX));
} else {
// Check if need to write.
// temp.x? = resulting sample depth/stencil
// temp.y = polygon offset if not writing to oDepth
// temp.z = viewport maximum depth if not writing to oDepth
// temp.w = free
DxbcOpIf(true, temp_w_src);
{
if (depth_stencil_early) {
// Get if early depth/stencil write is enabled to temp.w.
// temp.w = whether early depth/stencil write is enabled
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
DxbcOpAnd(temp_w_dest,
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_Flags_Vec)
.Select(kSysConst_Flags_Comp),
DxbcSrc::LU(kSysFlag_ROVDepthStencilEarlyWrite));
// Check if need to write early.
// temp.w = free
DxbcOpIf(true, temp_w_src);
}
// Write the new depth/stencil.
if (uav_index_edram_ == kBindingIndexUnallocated) {
uav_index_edram_ = uav_count_++;
}
DxbcOpStoreUAVTyped(
DxbcDest::U(uav_index_edram_, uint32_t(UAVRegister::kEdram)),
DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kYYYY), 1,
sample_depth_stencil_src);
if (depth_stencil_early) {
// Need to still run the shader to know whether to write the
// depth/stencil value.
DxbcOpElse();
// Set the sample bit in bits 4:7 of system_temp_rov_params_.x if need
// to write later (after checking if the sample is not discarded by a
// kill instruction, alphatest or alpha-to-coverage).
DxbcOpOr(DxbcDest::R(system_temp_rov_params_, 0b0001),
DxbcSrc::R(system_temp_rov_params_, DxbcSrc::kXXXX),
DxbcSrc::LU(1 << (4 + i)));
// Close the early depth/stencil check.
DxbcOpEndIf();
}
}
// Close the write check.
DxbcOpEndIf();
}
// Close the write check.
DxbcOpEndIf();
// Release sample_temp.
PopSystemTemp();