[D3D12] DXBC samplers
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@ -129,11 +129,11 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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uint32_t pixel_texture_count = 0, pixel_sampler_count = 0;
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uint32_t pixel_texture_count = 0, pixel_sampler_count = 0;
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if (pixel_shader != nullptr) {
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if (pixel_shader != nullptr) {
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pixel_shader->GetTextureSRVs(pixel_texture_count);
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pixel_shader->GetTextureSRVs(pixel_texture_count);
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pixel_shader->GetSamplerFetchConstants(pixel_sampler_count);
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pixel_shader->GetSamplerBindings(pixel_sampler_count);
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}
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}
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uint32_t vertex_texture_count, vertex_sampler_count;
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uint32_t vertex_texture_count, vertex_sampler_count;
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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vertex_shader->GetSamplerFetchConstants(vertex_sampler_count);
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vertex_shader->GetSamplerBindings(vertex_sampler_count);
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// Max 96 textures (if all kinds of tfetch instructions are used for all fetch
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// Max 96 textures (if all kinds of tfetch instructions are used for all fetch
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// registers) and 32 samplers (one sampler per used fetch), but different
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// registers) and 32 samplers (one sampler per used fetch), but different
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// shader stages have different texture sets.
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// shader stages have different texture sets.
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@ -319,11 +319,11 @@ uint32_t D3D12CommandProcessor::GetRootExtraParameterIndices(
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uint32_t pixel_texture_count = 0, pixel_sampler_count = 0;
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uint32_t pixel_texture_count = 0, pixel_sampler_count = 0;
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if (pixel_shader != nullptr) {
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if (pixel_shader != nullptr) {
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pixel_shader->GetTextureSRVs(pixel_texture_count);
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pixel_shader->GetTextureSRVs(pixel_texture_count);
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pixel_shader->GetSamplerFetchConstants(pixel_sampler_count);
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pixel_shader->GetSamplerBindings(pixel_sampler_count);
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}
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}
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uint32_t vertex_texture_count, vertex_sampler_count;
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uint32_t vertex_texture_count, vertex_sampler_count;
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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vertex_shader->GetSamplerFetchConstants(vertex_sampler_count);
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vertex_shader->GetSamplerBindings(vertex_sampler_count);
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uint32_t index = kRootParameter_Count_Base;
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uint32_t index = kRootParameter_Count_Base;
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if (pixel_texture_count != 0) {
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if (pixel_texture_count != 0) {
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@ -1525,11 +1525,10 @@ bool D3D12CommandProcessor::UpdateBindings(
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// Get used textures and samplers.
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// Get used textures and samplers.
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uint32_t pixel_texture_count, pixel_sampler_count;
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uint32_t pixel_texture_count, pixel_sampler_count;
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const D3D12Shader::TextureSRV* pixel_textures;
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const D3D12Shader::TextureSRV* pixel_textures;
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const uint32_t* pixel_samplers;
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const D3D12Shader::SamplerBinding* pixel_samplers;
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if (pixel_shader != nullptr) {
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if (pixel_shader != nullptr) {
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pixel_textures = pixel_shader->GetTextureSRVs(pixel_texture_count);
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pixel_textures = pixel_shader->GetTextureSRVs(pixel_texture_count);
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pixel_samplers =
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pixel_samplers = pixel_shader->GetSamplerBindings(pixel_sampler_count);
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pixel_shader->GetSamplerFetchConstants(pixel_sampler_count);
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} else {
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} else {
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pixel_textures = nullptr;
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pixel_textures = nullptr;
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pixel_texture_count = 0;
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pixel_texture_count = 0;
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@ -1539,8 +1538,8 @@ bool D3D12CommandProcessor::UpdateBindings(
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uint32_t vertex_texture_count, vertex_sampler_count;
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uint32_t vertex_texture_count, vertex_sampler_count;
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const D3D12Shader::TextureSRV* vertex_textures =
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const D3D12Shader::TextureSRV* vertex_textures =
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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const uint32_t* vertex_samplers =
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const D3D12Shader::SamplerBinding* vertex_samplers =
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vertex_shader->GetSamplerFetchConstants(vertex_sampler_count);
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vertex_shader->GetSamplerBindings(vertex_sampler_count);
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uint32_t texture_count = pixel_texture_count + vertex_texture_count;
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uint32_t texture_count = pixel_texture_count + vertex_texture_count;
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uint32_t sampler_count = pixel_sampler_count + vertex_sampler_count;
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uint32_t sampler_count = pixel_sampler_count + vertex_sampler_count;
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@ -1785,7 +1784,10 @@ bool D3D12CommandProcessor::UpdateBindings(
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RootExtraParameterIndices::kUnavailable);
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RootExtraParameterIndices::kUnavailable);
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gpu_handle_pixel_samplers_ = sampler_gpu_handle;
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gpu_handle_pixel_samplers_ = sampler_gpu_handle;
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for (uint32_t i = 0; i < pixel_sampler_count; ++i) {
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for (uint32_t i = 0; i < pixel_sampler_count; ++i) {
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texture_cache_->WriteSampler(pixel_samplers[i], sampler_cpu_handle);
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const D3D12Shader::SamplerBinding& sampler = pixel_samplers[i];
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texture_cache_->WriteSampler(sampler.fetch_constant, sampler.mag_filter,
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sampler.min_filter, sampler.mip_filter,
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sampler.aniso_filter, sampler_cpu_handle);
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sampler_cpu_handle.ptr += descriptor_size_sampler;
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sampler_cpu_handle.ptr += descriptor_size_sampler;
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sampler_gpu_handle.ptr += descriptor_size_sampler;
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sampler_gpu_handle.ptr += descriptor_size_sampler;
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}
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}
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@ -1797,7 +1799,10 @@ bool D3D12CommandProcessor::UpdateBindings(
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RootExtraParameterIndices::kUnavailable);
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RootExtraParameterIndices::kUnavailable);
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gpu_handle_vertex_samplers_ = sampler_gpu_handle;
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gpu_handle_vertex_samplers_ = sampler_gpu_handle;
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for (uint32_t i = 0; i < vertex_sampler_count; ++i) {
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for (uint32_t i = 0; i < vertex_sampler_count; ++i) {
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texture_cache_->WriteSampler(vertex_samplers[i], sampler_cpu_handle);
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const D3D12Shader::SamplerBinding& sampler = vertex_samplers[i];
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texture_cache_->WriteSampler(sampler.fetch_constant, sampler.mag_filter,
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sampler.min_filter, sampler.mip_filter,
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sampler.aniso_filter, sampler_cpu_handle);
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sampler_cpu_handle.ptr += descriptor_size_sampler;
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sampler_cpu_handle.ptr += descriptor_size_sampler;
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sampler_gpu_handle.ptr += descriptor_size_sampler;
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sampler_gpu_handle.ptr += descriptor_size_sampler;
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}
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}
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@ -29,27 +29,33 @@ D3D12Shader::~D3D12Shader() {
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void D3D12Shader::SetTexturesAndSamplers(
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void D3D12Shader::SetTexturesAndSamplers(
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const DxbcShaderTranslator::TextureSRV* texture_srvs,
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const DxbcShaderTranslator::TextureSRV* texture_srvs,
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uint32_t texture_srv_count, const uint32_t* sampler_fetch_constants,
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uint32_t texture_srv_count,
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uint32_t sampler_count) {
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const DxbcShaderTranslator::SamplerBinding* sampler_bindings,
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uint32_t sampler_binding_count) {
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texture_srvs_.clear();
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texture_srvs_.reserve(texture_srv_count);
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used_texture_mask_ = 0;
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used_texture_mask_ = 0;
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for (uint32_t i = 0; i < texture_srv_count; ++i) {
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for (uint32_t i = 0; i < texture_srv_count; ++i) {
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TextureSRV& srv = texture_srvs_[i];
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TextureSRV srv;
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const DxbcShaderTranslator::TextureSRV& translator_srv = texture_srvs[i];
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const DxbcShaderTranslator::TextureSRV& translator_srv = texture_srvs[i];
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srv.fetch_constant = translator_srv.fetch_constant;
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srv.fetch_constant = translator_srv.fetch_constant;
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srv.dimension = translator_srv.dimension;
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srv.dimension = translator_srv.dimension;
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texture_srvs_.push_back(srv);
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used_texture_mask_ |= 1u << translator_srv.fetch_constant;
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used_texture_mask_ |= 1u << translator_srv.fetch_constant;
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}
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}
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texture_srv_count_ = texture_srv_count;
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sampler_bindings_.clear();
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#if 0
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sampler_bindings_.reserve(sampler_binding_count);
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// If there's a texture, there's a sampler for it.
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for (uint32_t i = 0; i < texture_srv_count; ++i) {
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used_texture_mask_ = 0;
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SamplerBinding sampler;
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for (uint32_t i = 0; i < sampler_count; ++i) {
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const DxbcShaderTranslator::SamplerBinding& translator_sampler =
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uint32_t sampler_fetch_constant = sampler_fetch_constants[i];
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sampler_bindings[i];
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sampler_fetch_constants_[i] = sampler_fetch_constant;
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sampler.fetch_constant = translator_sampler.fetch_constant;
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used_texture_mask_ |= 1u << sampler_fetch_constant;
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sampler.mag_filter = translator_sampler.mag_filter;
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sampler.min_filter = translator_sampler.min_filter;
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sampler.mip_filter = translator_sampler.mip_filter;
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sampler.aniso_filter = translator_sampler.aniso_filter;
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sampler_bindings_.push_back(sampler);
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}
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}
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sampler_count_ = sampler_count;
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#endif
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}
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}
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bool D3D12Shader::DisassembleDXBC() {
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bool D3D12Shader::DisassembleDXBC() {
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@ -10,6 +10,8 @@
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#ifndef XENIA_GPU_D3D12_D3D12_SHADER_H_
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#ifndef XENIA_GPU_D3D12_D3D12_SHADER_H_
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#define XENIA_GPU_D3D12_D3D12_SHADER_H_
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#define XENIA_GPU_D3D12_D3D12_SHADER_H_
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#include <vector>
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#include "xenia/gpu/dxbc_shader_translator.h"
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#include "xenia/gpu/dxbc_shader_translator.h"
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#include "xenia/gpu/shader.h"
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#include "xenia/gpu/shader.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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@ -26,34 +28,48 @@ class D3D12Shader : public Shader {
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void SetTexturesAndSamplers(
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void SetTexturesAndSamplers(
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const DxbcShaderTranslator::TextureSRV* texture_srvs,
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const DxbcShaderTranslator::TextureSRV* texture_srvs,
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uint32_t texture_srv_count, const uint32_t* sampler_fetch_constants,
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uint32_t texture_srv_count,
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uint32_t sampler_count);
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const DxbcShaderTranslator::SamplerBinding* sampler_bindings,
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uint32_t sampler_binding_count);
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bool DisassembleDXBC();
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bool DisassembleDXBC();
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static constexpr uint32_t kMaxTextureSRVIndexBits =
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DxbcShaderTranslator::kMaxTextureSRVIndexBits;
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static constexpr uint32_t kMaxTextureSRVs =
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DxbcShaderTranslator::kMaxTextureSRVs;
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struct TextureSRV {
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struct TextureSRV {
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uint32_t fetch_constant;
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uint32_t fetch_constant;
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TextureDimension dimension;
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TextureDimension dimension;
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};
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};
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const TextureSRV* GetTextureSRVs(uint32_t& count_out) const {
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const TextureSRV* GetTextureSRVs(uint32_t& count_out) const {
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count_out = texture_srv_count_;
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count_out = uint32_t(texture_srvs_.size());
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return texture_srvs_;
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return texture_srvs_.data();
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}
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const uint32_t* GetSamplerFetchConstants(uint32_t& count_out) const {
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count_out = sampler_count_;
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return sampler_fetch_constants_;
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}
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}
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const uint32_t GetUsedTextureMask() const { return used_texture_mask_; }
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const uint32_t GetUsedTextureMask() const { return used_texture_mask_; }
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static constexpr uint32_t kMaxSamplerBindingIndexBits =
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DxbcShaderTranslator::kMaxSamplerBindingIndexBits;
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static constexpr uint32_t kMaxSamplerBindings =
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DxbcShaderTranslator::kMaxSamplerBindings;
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struct SamplerBinding {
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uint32_t fetch_constant;
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TextureFilter mag_filter;
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TextureFilter min_filter;
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TextureFilter mip_filter;
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AnisoFilter aniso_filter;
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};
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const SamplerBinding* GetSamplerBindings(uint32_t& count_out) const {
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count_out = uint32_t(sampler_bindings_.size());
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return sampler_bindings_.data();
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}
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private:
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private:
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ID3DBlob* blob_ = nullptr;
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ID3DBlob* blob_ = nullptr;
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// Up to 32 2D array textures, 32 3D textures and 32 cube textures.
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std::vector<TextureSRV> texture_srvs_;
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TextureSRV texture_srvs_[96];
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uint32_t texture_srv_count_ = 0;
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uint32_t sampler_fetch_constants_[32];
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uint32_t sampler_count_ = 0;
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uint32_t used_texture_mask_ = 0;
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uint32_t used_texture_mask_ = 0;
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std::vector<SamplerBinding> sampler_bindings_;
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};
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};
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} // namespace d3d12
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} // namespace d3d12
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@ -196,17 +196,14 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
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return false;
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return false;
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}
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}
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// TODO(Triang3l): Re-enable this when the DXBC shader translators supports
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// textures.
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uint32_t texture_srv_count;
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uint32_t texture_srv_count;
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const DxbcShaderTranslator::TextureSRV* texture_srvs =
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const DxbcShaderTranslator::TextureSRV* texture_srvs =
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shader_translator_->GetTextureSRVs(texture_srv_count);
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shader_translator_->GetTextureSRVs(texture_srv_count);
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#if 0
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uint32_t sampler_binding_count;
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uint32_t sampler_count;
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const DxbcShaderTranslator::SamplerBinding* sampler_bindings =
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const uint32_t* sampler_fetch_constants =
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shader_translator_->GetSamplerBindings(sampler_binding_count);
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shader_translator_->GetSamplerFetchConstants(sampler_count);
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shader->SetTexturesAndSamplers(texture_srvs, texture_srv_count,
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#endif
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sampler_bindings, sampler_binding_count);
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shader->SetTexturesAndSamplers(texture_srvs, texture_srv_count, nullptr, 0);
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if (shader->is_valid()) {
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if (shader->is_valid()) {
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XELOGGPU("Generated %s shader (%db) - hash %.16" PRIX64 ":\n%s\n",
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XELOGGPU("Generated %s shader (%db) - hash %.16" PRIX64 ":\n%s\n",
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@ -445,33 +445,45 @@ void TextureCache::WriteTextureSRV(uint32_t fetch_constant,
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}
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}
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void TextureCache::WriteSampler(uint32_t fetch_constant,
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void TextureCache::WriteSampler(uint32_t fetch_constant,
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TextureFilter mag_filter,
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TextureFilter min_filter,
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TextureFilter mip_filter,
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AnisoFilter aniso_filter,
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D3D12_CPU_DESCRIPTOR_HANDLE handle) {
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D3D12_CPU_DESCRIPTOR_HANDLE handle) {
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auto& regs = *register_file_;
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auto& regs = *register_file_;
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uint32_t r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + fetch_constant * 6;
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uint32_t r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + fetch_constant * 6;
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auto group =
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auto group =
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reinterpret_cast<const xenos::xe_gpu_fetch_group_t*>(®s.values[r]);
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reinterpret_cast<const xenos::xe_gpu_fetch_group_t*>(®s.values[r]);
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auto& fetch = group->texture_fetch;
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auto& fetch = group->texture_fetch;
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// TODO(Triang3l): Fetch shader instruction overrides.
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if (mag_filter == TextureFilter::kUseFetchConst) {
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mag_filter = TextureFilter(fetch.mag_filter);
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}
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if (min_filter == TextureFilter::kUseFetchConst) {
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min_filter = TextureFilter(fetch.min_filter);
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}
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if (mip_filter == TextureFilter::kUseFetchConst) {
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mip_filter = TextureFilter(fetch.mip_filter);
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}
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if (aniso_filter == AnisoFilter::kUseFetchConst) {
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aniso_filter = AnisoFilter(fetch.aniso_filter);
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}
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D3D12_SAMPLER_DESC desc;
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D3D12_SAMPLER_DESC desc;
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if (fetch.aniso_filter) {
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if (fetch.aniso_filter) {
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desc.Filter = D3D12_FILTER_ANISOTROPIC;
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desc.Filter = D3D12_FILTER_ANISOTROPIC;
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desc.MaxAnisotropy = std::min(1u << (fetch.aniso_filter - 1), 16u);
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desc.MaxAnisotropy = std::min(1u << (uint32_t(aniso_filter) - 1), 16u);
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} else {
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} else {
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D3D12_FILTER_TYPE filter_min =
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D3D12_FILTER_TYPE d3d_filter_min = min_filter == TextureFilter::kLinear
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TextureFilter(fetch.min_filter) == TextureFilter::kLinear
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? D3D12_FILTER_TYPE_LINEAR
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? D3D12_FILTER_TYPE_LINEAR
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: D3D12_FILTER_TYPE_POINT;
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: D3D12_FILTER_TYPE_POINT;
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D3D12_FILTER_TYPE filter_mag =
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D3D12_FILTER_TYPE d3d_filter_mag = mag_filter == TextureFilter::kLinear
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TextureFilter(fetch.mag_filter) == TextureFilter::kLinear
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? D3D12_FILTER_TYPE_LINEAR
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? D3D12_FILTER_TYPE_LINEAR
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: D3D12_FILTER_TYPE_POINT;
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: D3D12_FILTER_TYPE_POINT;
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D3D12_FILTER_TYPE filter_mip =
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D3D12_FILTER_TYPE d3d_filter_mip = mip_filter == TextureFilter::kLinear
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TextureFilter(fetch.mip_filter) == TextureFilter::kLinear
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? D3D12_FILTER_TYPE_LINEAR
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? D3D12_FILTER_TYPE_LINEAR
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: D3D12_FILTER_TYPE_POINT;
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: D3D12_FILTER_TYPE_POINT;
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// TODO(Triang3l): Investigate mip_filter TextureFilter::kBaseMap.
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// TODO(Triang3l): Investigate mip_filter TextureFilter::kBaseMap.
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desc.Filter =
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desc.Filter = D3D12_ENCODE_BASIC_FILTER(
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D3D12_ENCODE_BASIC_FILTER(filter_min, filter_mag, filter_mip,
|
d3d_filter_min, d3d_filter_mag, d3d_filter_mip,
|
||||||
D3D12_FILTER_REDUCTION_TYPE_STANDARD);
|
D3D12_FILTER_REDUCTION_TYPE_STANDARD);
|
||||||
desc.MaxAnisotropy = 1;
|
desc.MaxAnisotropy = 1;
|
||||||
}
|
}
|
||||||
|
|
|
@ -76,7 +76,9 @@ class TextureCache {
|
||||||
void WriteTextureSRV(uint32_t fetch_constant,
|
void WriteTextureSRV(uint32_t fetch_constant,
|
||||||
TextureDimension shader_dimension,
|
TextureDimension shader_dimension,
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||||
void WriteSampler(uint32_t fetch_constant,
|
void WriteSampler(uint32_t fetch_constant, TextureFilter mag_filter,
|
||||||
|
TextureFilter min_filter, TextureFilter mip_filter,
|
||||||
|
AnisoFilter aniso_filter,
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||||
|
|
||||||
static DXGI_FORMAT GetResolveDXGIFormat(TextureFormat format);
|
static DXGI_FORMAT GetResolveDXGIFormat(TextureFormat format);
|
||||||
|
|
|
@ -13,6 +13,8 @@
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <cstring>
|
#include <cstring>
|
||||||
|
#include <memory>
|
||||||
|
#include <sstream>
|
||||||
|
|
||||||
#include "third_party/dxbc/DXBCChecksum.h"
|
#include "third_party/dxbc/DXBCChecksum.h"
|
||||||
#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
|
#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
|
||||||
|
@ -2870,6 +2872,10 @@ uint32_t DxbcShaderTranslator::FindOrAddTextureSRV(uint32_t fetch_constant,
|
||||||
return 1 + i;
|
return 1 + i;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (texture_srvs_.size() >= kMaxTextureSRVs) {
|
||||||
|
assert_always();
|
||||||
|
return 1 + (kMaxTextureSRVs - 1);
|
||||||
|
}
|
||||||
TextureSRV new_texture_srv;
|
TextureSRV new_texture_srv;
|
||||||
new_texture_srv.fetch_constant = fetch_constant;
|
new_texture_srv.fetch_constant = fetch_constant;
|
||||||
new_texture_srv.dimension = dimension;
|
new_texture_srv.dimension = dimension;
|
||||||
|
@ -2887,10 +2893,63 @@ uint32_t DxbcShaderTranslator::FindOrAddTextureSRV(uint32_t fetch_constant,
|
||||||
new_texture_srv.name =
|
new_texture_srv.name =
|
||||||
xe::format_string("xe_texture%u_%s", fetch_constant, dimension_name);
|
xe::format_string("xe_texture%u_%s", fetch_constant, dimension_name);
|
||||||
uint32_t srv_register = 1 + uint32_t(texture_srvs_.size());
|
uint32_t srv_register = 1 + uint32_t(texture_srvs_.size());
|
||||||
texture_srvs_.push_back(new_texture_srv);
|
texture_srvs_.emplace_back(std::move(new_texture_srv));
|
||||||
return srv_register;
|
return srv_register;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint32_t DxbcShaderTranslator::FindOrAddSamplerBinding(
|
||||||
|
uint32_t fetch_constant, TextureFilter mag_filter, TextureFilter min_filter,
|
||||||
|
TextureFilter mip_filter, AnisoFilter aniso_filter) {
|
||||||
|
// In Direct3D 12, anisotropic filtering implies linear filtering.
|
||||||
|
if (aniso_filter != AnisoFilter::kDisabled &&
|
||||||
|
aniso_filter != AnisoFilter::kUseFetchConst) {
|
||||||
|
mag_filter = TextureFilter::kLinear;
|
||||||
|
min_filter = TextureFilter::kLinear;
|
||||||
|
mip_filter = TextureFilter::kLinear;
|
||||||
|
aniso_filter = std::min(aniso_filter, AnisoFilter::kMax_16_1);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
|
||||||
|
const SamplerBinding& sampler_binding = sampler_bindings_[i];
|
||||||
|
if (sampler_binding.fetch_constant == fetch_constant &&
|
||||||
|
sampler_binding.mag_filter == mag_filter &&
|
||||||
|
sampler_binding.min_filter == min_filter &&
|
||||||
|
sampler_binding.mip_filter == mip_filter &&
|
||||||
|
sampler_binding.aniso_filter == aniso_filter) {
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sampler_bindings_.size() >= kMaxSamplerBindings) {
|
||||||
|
assert_always();
|
||||||
|
return kMaxSamplerBindings - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::ostringstream name;
|
||||||
|
name << "xe_sampler" << fetch_constant;
|
||||||
|
if (aniso_filter != AnisoFilter::kUseFetchConst) {
|
||||||
|
name << "_a" << (1u << uint32_t(aniso_filter));
|
||||||
|
}
|
||||||
|
if (aniso_filter == AnisoFilter::kDisabled ||
|
||||||
|
aniso_filter == AnisoFilter::kUseFetchConst) {
|
||||||
|
static const char* kFilterSuffixes[] = {"p", "l", "b", "f"};
|
||||||
|
name << "_" << kFilterSuffixes[uint32_t(mag_filter)]
|
||||||
|
<< kFilterSuffixes[uint32_t(min_filter)]
|
||||||
|
<< kFilterSuffixes[uint32_t(mip_filter)];
|
||||||
|
}
|
||||||
|
|
||||||
|
SamplerBinding new_sampler_binding;
|
||||||
|
new_sampler_binding.fetch_constant = fetch_constant;
|
||||||
|
new_sampler_binding.mag_filter = mag_filter;
|
||||||
|
new_sampler_binding.min_filter = min_filter;
|
||||||
|
new_sampler_binding.mip_filter = mip_filter;
|
||||||
|
new_sampler_binding.aniso_filter = aniso_filter;
|
||||||
|
new_sampler_binding.name = name.str();
|
||||||
|
uint32_t sampler_register = 1 + uint32_t(sampler_bindings_.size());
|
||||||
|
sampler_bindings_.emplace_back(std::move(new_sampler_binding));
|
||||||
|
return sampler_register;
|
||||||
|
}
|
||||||
|
|
||||||
void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
||||||
const ParsedTextureFetchInstruction& instr) {
|
const ParsedTextureFetchInstruction& instr) {
|
||||||
CheckPredicate(instr.is_predicated, instr.predicate_condition);
|
CheckPredicate(instr.is_predicated, instr.predicate_condition);
|
||||||
|
@ -2927,7 +2986,11 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
|
||||||
srv_register_3d = UINT32_MAX;
|
srv_register_3d = UINT32_MAX;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO(Triang3l): Sampler, actually sample instead of this stub.
|
uint32_t sampler_register = FindOrAddSamplerBinding(
|
||||||
|
tfetch_index, instr.attributes.mag_filter, instr.attributes.min_filter,
|
||||||
|
instr.attributes.mip_filter, instr.attributes.aniso_filter);
|
||||||
|
|
||||||
|
// TODO(Triang3l): Actually sample instead of this stub.
|
||||||
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(8));
|
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
|
||||||
shader_code_.push_back(
|
shader_code_.push_back(
|
||||||
|
|
|
@ -62,6 +62,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
||||||
uint32_t color_output_map[4];
|
uint32_t color_output_map[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// 96 textures at most because there are 32 fetch constants, and textures can
|
||||||
|
// be 2D array, 3D or cube.
|
||||||
|
static constexpr uint32_t kMaxTextureSRVIndexBits = 7;
|
||||||
|
static constexpr uint32_t kMaxTextureSRVs =
|
||||||
|
(1 << kMaxTextureSRVIndexBits) - 1;
|
||||||
struct TextureSRV {
|
struct TextureSRV {
|
||||||
uint32_t fetch_constant;
|
uint32_t fetch_constant;
|
||||||
TextureDimension dimension;
|
TextureDimension dimension;
|
||||||
|
@ -73,6 +78,17 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
||||||
return texture_srvs_.data();
|
return texture_srvs_.data();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Arbitrary limit - there can't be more than 2048 in a shader-visible
|
||||||
|
// descriptor heap, though some older hardware (tier 1 resource binding -
|
||||||
|
// Nvidia Fermi) doesn't support more than 16 samplers bound at once (we can't
|
||||||
|
// really do anything if a game uses more than 16), but just to have some
|
||||||
|
// limit so sampler count can easily be packed into 32-bit map keys (for
|
||||||
|
// instance, for root signatures). But shaders can specify overrides for
|
||||||
|
// filtering modes, and the number of possible combinations is huge - let's
|
||||||
|
// limit it to something sane.
|
||||||
|
static constexpr uint32_t kMaxSamplerBindingIndexBits = 7;
|
||||||
|
static constexpr uint32_t kMaxSamplerBindings =
|
||||||
|
(1 << kMaxSamplerBindingIndexBits) - 1;
|
||||||
struct SamplerBinding {
|
struct SamplerBinding {
|
||||||
uint32_t fetch_constant;
|
uint32_t fetch_constant;
|
||||||
TextureFilter mag_filter;
|
TextureFilter mag_filter;
|
||||||
|
@ -341,6 +357,12 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
||||||
// Returns T#/t# index (they are the same in this translator).
|
// Returns T#/t# index (they are the same in this translator).
|
||||||
uint32_t FindOrAddTextureSRV(uint32_t fetch_constant,
|
uint32_t FindOrAddTextureSRV(uint32_t fetch_constant,
|
||||||
TextureDimension dimension);
|
TextureDimension dimension);
|
||||||
|
// Returns S#/s# index (they are the same in this translator).
|
||||||
|
uint32_t FindOrAddSamplerBinding(uint32_t fetch_constant,
|
||||||
|
TextureFilter mag_filter,
|
||||||
|
TextureFilter min_filter,
|
||||||
|
TextureFilter mip_filter,
|
||||||
|
AnisoFilter aniso_filter);
|
||||||
|
|
||||||
void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
|
void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
|
||||||
void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
|
void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
|
||||||
|
|
Loading…
Reference in New Issue