[D3D12] DXBC loop start and exece

This commit is contained in:
Triang3l 2018-09-10 22:38:15 +03:00
parent 20e607a35c
commit d5d3f336f5
2 changed files with 128 additions and 1 deletions

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@ -2132,11 +2132,136 @@ void DxbcShaderTranslator::ProcessExecInstructionBegin(
void DxbcShaderTranslator::ProcessExecInstructionEnd( void DxbcShaderTranslator::ProcessExecInstructionEnd(
const ParsedExecInstruction& instr) { const ParsedExecInstruction& instr) {
// TODO(Triang3l): Check whether is_end is conditional or not.
if (instr.is_end) {
// In case some instruction has flipped the predicate condition.
if (cf_exec_predicated_) {
CheckPredicate(cf_exec_predicated_, cf_exec_predicate_condition_);
}
// Break out of the main loop.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
ClosePredicate(); ClosePredicate();
cf_exec_predicated_ = false; cf_exec_predicated_ = false;
SetExecBoolConstant(kCfExecBoolConstantNone, false); SetExecBoolConstant(kCfExecBoolConstantNone, false);
} }
void DxbcShaderTranslator::ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) {
// loop il<idx>, L<idx> - loop with loop data il<idx>, end @ L<idx>
uint32_t loop_count_and_aL = PushSystemTemp();
// Count (as uint) in bits 0:7 of the loop constant, aL in 8:15.
rdef_constants_used_ |= 1ull
<< uint32_t(RdefConstantIndex::kLoopConstants);
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(loop_count_and_aL);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(8);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 0, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kBoolLoopConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kBoolLoopConstants));
// 8 because of bool constants.
shader_code_.push_back(8 + instr.loop_constant_index);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Push the count to the loop count stack - move XYZ to YZW and set X to this
// loop count.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1110, 1));
shader_code_.push_back(system_temp_loop_count_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b10010000, 1));
shader_code_.push_back(system_temp_loop_count_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_loop_count_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(loop_count_and_aL);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Push aL - keep the same value as in the previous loop if repeating, or the
// new one otherwise.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_aL_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b10010000, 1));
shader_code_.push_back(system_temp_aL_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
if (!instr.is_repeat) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_aL_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(loop_count_and_aL);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
// Release loop_count_and_aL.
PopSystemTemp();
// Short-circuit if loop counter is 0.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(D3D10_SB_INSTRUCTION_TEST_ZERO));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_loop_count_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(instr.loop_skip_address);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CONTINUE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::ProcessVertexFetchInstruction( void DxbcShaderTranslator::ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) { const ParsedVertexFetchInstruction& instr) {
if (instr.operand_count < 2 || if (instr.operand_count < 2 ||

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@ -97,6 +97,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override; void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override; void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
void ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) override;
void ProcessVertexFetchInstruction( void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) override; const ParsedVertexFetchInstruction& instr) override;
@ -320,7 +322,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
// predicate). // predicate).
void ClosePredicate(); void ClosePredicate();
// Updates the current predicate, placing if/endif when needed. This MUST be // Updates the current predicate, placing if/endif when needed. This MUST be
// called before emitting any translated instructions because the exec // called before emitting any instructions within an exec because the exec
// implementation here doesn't place if/endif, only defers updating the // implementation here doesn't place if/endif, only defers updating the
// predicate. // predicate.
void CheckPredicate(bool instruction_predicated, void CheckPredicate(bool instruction_predicated,