[D3D12] ROV: Non-working depth testing code

This commit is contained in:
Triang3l 2018-10-15 22:13:06 +03:00
parent fa968a9ecd
commit e455467c32
7 changed files with 1316 additions and 516 deletions

View File

@ -1589,6 +1589,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
uint32_t vgt_indx_offset = regs[XE_GPU_REG_VGT_INDX_OFFSET].u32;
uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
uint32_t pa_cl_clip_cntl = regs[XE_GPU_REG_PA_CL_CLIP_CNTL].u32;
uint32_t pa_su_vtx_cntl = regs[XE_GPU_REG_PA_SU_VTX_CNTL].u32;
uint32_t pa_su_point_size = regs[XE_GPU_REG_PA_SU_POINT_SIZE].u32;
@ -1642,6 +1643,25 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
uint32_t(ColorRenderTargetFormat::k_8_8_8_8_GAMMA)) {
flags |= DxbcShaderTranslator::kSysFlag_Color3Gamma;
}
if (render_target_cache_->IsROVUsedForEDRAM()) {
uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
if (rb_depthcontrol & 0x2) {
if (DepthRenderTargetFormat(rb_depth_info) ==
DepthRenderTargetFormat::kD24FS8) {
flags |= DxbcShaderTranslator::kSysFlag_DepthFloat24;
}
// Read depth/stencil if depth comparison function is not "always".
uint32_t depth_comparison = (rb_depthcontrol >> 4) & 0x7;
flags |= depth_comparison
<< DxbcShaderTranslator::kSysFlag_DepthPassIfLess_Shift;
if (depth_comparison != 0x7) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencilRead;
}
if (rb_depthcontrol & 0x4) {
flags |= DxbcShaderTranslator::kSysFlag_DepthStencilWrite;
}
}
}
dirty |= system_constants_.flags != flags;
system_constants_.flags = flags;
@ -1905,8 +1925,12 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
}
}
// Blend constant for ROV blending.
// Depth testing and blend constant for ROV blending.
if (render_target_cache_->IsROVUsedForEDRAM()) {
uint32_t depth_base_dwords =
(regs[XE_GPU_REG_RB_DEPTH_INFO].u32 & 0xFFF) * 1280;
dirty |= system_constants_.edram_depth_base_dwords != depth_base_dwords;
system_constants_.edram_depth_base_dwords = depth_base_dwords;
dirty |= system_constants_.edram_blend_constant[0] !=
regs[XE_GPU_REG_RB_BLEND_RED].f32;
system_constants_.edram_blend_constant[0] =

View File

@ -1,14 +1,14 @@
// generated from `xb buildhlsl`
// source: primitive_point_list.gs.hlsl
const uint8_t primitive_point_list_gs[] = {
0x44, 0x58, 0x42, 0x43, 0x46, 0x61, 0x96, 0xA0, 0xFD, 0xA8, 0x4A, 0x8B,
0xF7, 0x0D, 0x0E, 0x2B, 0x40, 0xC5, 0x2E, 0x8E, 0x01, 0x00, 0x00, 0x00,
0xBC, 0x1A, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x98, 0x0A, 0x00, 0x00, 0x70, 0x0C, 0x00, 0x00, 0x90, 0x0E, 0x00, 0x00,
0x20, 0x1A, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x5C, 0x0A, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0xC3, 0xAE, 0x1C, 0x44, 0xFA, 0x20, 0xBB, 0xA4,
0x2C, 0x9C, 0x3E, 0xB6, 0x00, 0x7E, 0x0B, 0x06, 0x01, 0x00, 0x00, 0x00,
0xFC, 0x1A, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0xD8, 0x0A, 0x00, 0x00, 0xB0, 0x0C, 0x00, 0x00, 0xD0, 0x0E, 0x00, 0x00,
0x60, 0x1A, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x9C, 0x0A, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x3C, 0x00, 0x00, 0x00, 0x01, 0x05, 0x53, 0x47, 0x00, 0x05, 0x00, 0x00,
0x31, 0x0A, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00,
0x71, 0x0A, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x24, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
@ -16,464 +16,379 @@ const uint8_t primitive_point_list_gs[] = {
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x78, 0x65, 0x5F, 0x73, 0x79, 0x73, 0x74, 0x65,
0x6D, 0x5F, 0x63, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x00, 0xAB, 0xAB,
0x64, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00,
0x64, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00,
0xB0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x18, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x30, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x40, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x3C, 0x06, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x06, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x64, 0x06, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x06, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x53, 0x06, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x7B, 0x06, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x18, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x40, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0x68, 0x06, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x18, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x90, 0x06, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x40, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x79, 0x06, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x90, 0x06, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xA1, 0x06, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB8, 0x06, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xB4, 0x06, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xDC, 0x06, 0x00, 0x00,
0x1C, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xD8, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFC, 0x06, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x90, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x24, 0x07, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xB8, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x0A, 0x07, 0x00, 0x00, 0x2C, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1C, 0x07, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x32, 0x07, 0x00, 0x00, 0x2C, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x44, 0x07, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x40, 0x07, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x68, 0x07, 0x00, 0x00,
0x30, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x58, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x80, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0x7C, 0x07, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x58, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xA4, 0x07, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x80, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x92, 0x07, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x58, 0x07, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xBA, 0x07, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x07, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xA9, 0x07, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xD1, 0x07, 0x00, 0x00,
0x48, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x58, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x80, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xBB, 0x07, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x58, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xE3, 0x07, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x80, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xCF, 0x07, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x06, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xF7, 0x07, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x06, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xE4, 0x07, 0x00, 0x00,
0x60, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x08, 0x00, 0x00,
0x5C, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x40, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0x24, 0x08, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x27, 0x08, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x40, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x64, 0x08, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x64, 0x08, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xA4, 0x08, 0x00, 0x00,
0x80, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xB9, 0x08, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xCB, 0x08, 0x00, 0x00, 0xA0, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xE6, 0x08, 0x00, 0x00,
0xB0, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0x02, 0x09, 0x00, 0x00, 0xC0, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x1E, 0x09, 0x00, 0x00, 0xD0, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x3B, 0x09, 0x00, 0x00,
0xE0, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0x53, 0x09, 0x00, 0x00, 0xF0, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x6B, 0x09, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x79, 0x08, 0x00, 0x00,
0x90, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x84, 0x09, 0x00, 0x00,
0x10, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x40, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
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0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x07, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0B, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x0B, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0C, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x0E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0E, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x07, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x02, 0x00, 0x00,
0x0E, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0xB8, 0x01, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x07, 0x04, 0x00, 0x00, 0xC1, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x54, 0x45, 0x58, 0x43,
0x11, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0x54, 0x45, 0x58, 0x43,
0x4F, 0x4F, 0x52, 0x44, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x6F, 0x73, 0x69,
0x74, 0x69, 0x6F, 0x6E, 0x00, 0xAB, 0xAB, 0xAB, 0x53, 0x48, 0x45, 0x58,
0x88, 0x0B, 0x00, 0x00, 0x51, 0x00, 0x02, 0x00, 0xE2, 0x02, 0x00, 0x00,
0x6A, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x07, 0x46, 0x8E, 0x30, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x74, 0x69, 0x6F, 0x6E, 0x00, 0xAB, 0xAB, 0xAB, 0x4F, 0x53, 0x47, 0x35,
0x18, 0x02, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x07, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x02, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x07, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x09, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44, 0x00, 0x53, 0x56, 0x5F,
0x50, 0x6F, 0x73, 0x69, 0x74, 0x69, 0x6F, 0x6E, 0x00, 0xAB, 0xAB, 0xAB,
0x53, 0x48, 0x45, 0x58, 0x88, 0x0B, 0x00, 0x00, 0x51, 0x00, 0x02, 0x00,
0xE2, 0x02, 0x00, 0x00, 0x6A, 0x08, 0x00, 0x01, 0x59, 0x00, 0x00, 0x07,
0x46, 0x8E, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x07, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x04,
0xF2, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x04, 0x72, 0x10, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x61, 0x00, 0x00, 0x05, 0xF2, 0x10, 0x20, 0x00,
0x01, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x68, 0x00, 0x00, 0x02, 0x02, 0x00, 0x00, 0x00, 0x5D, 0x08, 0x00, 0x01,
0x8F, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00,
0x5C, 0x28, 0x00, 0x01, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x03, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x04, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x05, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x06, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x07, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05,
0x32, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00, 0xE6, 0x0A, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xC2, 0x20, 0x10, 0x00,
0x11, 0x00, 0x00, 0x00, 0xA6, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x75, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x00,
0x00, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0C, 0x32, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x00, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xF6, 0x1F, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x46, 0x10, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x32, 0x00, 0x00, 0x0D, 0xF2, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0xE6, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00,
0x00, 0x00, 0x80, 0xBF, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x80, 0x3F,
0x00, 0x00, 0x80, 0xBF, 0x46, 0x14, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
@ -508,14 +423,63 @@ const uint8_t primitive_point_list_gs[] = {
0x0F, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x08, 0x32, 0x20, 0x10, 0x00,
0x10, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0x42, 0x20, 0x10, 0x00, 0x10, 0x00, 0x00, 0x00,
0x2A, 0x10, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00,
0x46, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0x46, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0xC2, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00, 0xA6, 0x1E, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x75, 0x00, 0x00, 0x03,
0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0B,
0xC2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x04, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0xF6, 0x1F, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x06, 0x14, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x01, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x02, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x03, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x04, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x05, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x06, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x07, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x07, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x08, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x09, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x0B, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0B, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x0C, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0C, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0D, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x0E, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0E, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x08, 0x32, 0x20, 0x10, 0x00,
0x10, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0x42, 0x20, 0x10, 0x00, 0x10, 0x00, 0x00, 0x00,
0x2A, 0x10, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00,
0xE6, 0x0A, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0xC2, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00, 0xA6, 0x1E, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x75, 0x00, 0x00, 0x03,
0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0C,
0x32, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x00, 0x10, 0x80,
0x41, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF6, 0x1F, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x46, 0x10, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0xF2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00,
@ -549,27 +513,68 @@ const uint8_t primitive_point_list_gs[] = {
0xF2, 0x20, 0x10, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x08,
0x32, 0x20, 0x10, 0x00, 0x10, 0x00, 0x00, 0x00, 0x02, 0x40, 0x00, 0x00,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0x42, 0x20, 0x10, 0x00,
0x10, 0x00, 0x00, 0x00, 0x2A, 0x10, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00,
0x11, 0x00, 0x00, 0x00, 0xE6, 0x0A, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x46, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xC2, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00,
0xA6, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00,
0x75, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00,
0x76, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00,
0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00,
0x5F, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x24, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x04, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x05, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x06, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x07, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x08, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x09, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x0A, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x0B, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x0D, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x0E, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0E, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x46, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x08, 0x32, 0x20, 0x10, 0x00, 0x10, 0x00, 0x00, 0x00,
0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06,
0x42, 0x20, 0x10, 0x00, 0x10, 0x00, 0x00, 0x00, 0x2A, 0x10, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05,
0x32, 0x20, 0x10, 0x00, 0x11, 0x00, 0x00, 0x00, 0xE6, 0x0A, 0x10, 0x00,
0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x06, 0xC2, 0x20, 0x10, 0x00,
0x11, 0x00, 0x00, 0x00, 0xA6, 0x1E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x00, 0x00, 0x00, 0x75, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x00,
0x00, 0x00, 0x00, 0x00, 0x76, 0x00, 0x00, 0x03, 0x00, 0x00, 0x11, 0x00,
0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54,
0x94, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};

View File

@ -21,6 +21,7 @@
// float2 xe_ssaa_inv_scale; // Offset: 72 Size: 8 [unused]
// float2 xe_alpha_test_range; // Offset: 80 Size: 8 [unused]
// uint xe_edram_pitch_tiles; // Offset: 88 Size: 4 [unused]
// uint xe_edram_depth_base_dwords; // Offset: 92 Size: 4 [unused]
// float4 xe_color_exp_bias; // Offset: 96 Size: 16 [unused]
// uint4 xe_color_output_map; // Offset: 112 Size: 16 [unused]
// uint4 xe_edram_base_dwords; // Offset: 128 Size: 16 [unused]

View File

@ -22,6 +22,7 @@ cbuffer xe_system_cbuffer : register(b0) {
// vec4 5
float2 xe_alpha_test_range;
uint xe_edram_pitch_tiles;
uint xe_edram_depth_base_dwords;
// vec4 6
float4 xe_color_exp_bias;
// vec4 7

View File

@ -827,6 +827,21 @@ void DxbcShaderTranslator::StartVertexShader() {
}
void DxbcShaderTranslator::StartPixelShader() {
if (edram_rov_used_) {
// Copy depth to the system register.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
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_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_INPUT, 2, 1));
shader_code_.push_back(kPSInPositionRegister);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
// Copy interpolants to GPRs.
uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
if (IndexableGPRsUsed()) {
@ -1030,6 +1045,9 @@ void DxbcShaderTranslator::StartTranslation() {
for (uint32_t i = 0; i < 4; ++i) {
system_temp_color_[i] = PushSystemTemp(true);
}
if (edram_rov_used_) {
system_temp_depth_ = PushSystemTemp();
}
}
// Allocate system temporary variables for the translated code.
@ -1274,6 +1292,313 @@ void DxbcShaderTranslator::CompleteVertexShader() {
++stat_.mov_instruction_count;
}
void DxbcShaderTranslator::CompletePixelShader_DepthTo24Bit() {
// Unpack the depth format.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_DepthFloat24);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert according to the format.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// ***************************************************************************
// 20e4 conversion begins here.
// CFloat24 from d3dref9.dll.
// ***************************************************************************
// Assuming the depth is already clamped to [0, 2) (in all places, the depth
// is written with the saturate flag set).
// Calculate the denormalized value if the number is too small to be
// represented as normalized 20e4 into Y.
// y = f32 & 0x7FFFFF
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x7FFFFF);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// y = (f32 & 0x7FFFFF) | 0x800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// z = f32 >> 23
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(23);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// z = 113 - (f32 >> 23)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(113);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(
ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(D3D10_SB_OPERAND_MODIFIER_NEG));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// y = ((f32 & 0x7FFFFF) | 0x800000) >> (113 - (f32 >> 23))
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the number is too small to be represented as normalized 20e4.
// z = f32 < 0x38800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x38800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Bias the exponent.
// f32 += 0xC8000000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xC8000000u);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Replace the number in f32 with a denormalized one if needed.
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, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Build the 20e4 number.
// y = f32 >> 3
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// y = (f32 >> 3) & 1
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// f24 = f32 + 3
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.int_instruction_count;
// f24 = f32 + 3 + ((f32 >> 3) & 1)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// f24 = (f32 + 3 + ((f32 >> 3) & 1)) >> 3
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// f24 = ((f32 + 3 + ((f32 >> 3) & 1)) >> 3) & 0xFFFFFF
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xFFFFFF);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// ***************************************************************************
// 20e4 conversion ends here.
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// Unorm24 conversion begins here.
// ***************************************************************************
// Multiply by float(0xFFFFFF).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x4B7FFFFF);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert to fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
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_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// ***************************************************************************
// Unorm24 conversion ends here.
// ***************************************************************************
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::CompletePixelShader_WriteToRTVs() {
// Remap guest render target indices to host since because on the host, the
// indices of the bound render targets are consecutive. This is done using 16
@ -2477,7 +2802,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_StoreColor(
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the numbers are too small to be represented as a normalized 7e3.
// Check if the numbers are too small to be represented as normalized 7e3.
// t2 = f32 < 0x3E800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
@ -2884,9 +3209,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.int_instruction_count;
// Calculate the address in the EDRAM buffer.
// 1) Multiply tile Y index by the pitch and add X tile index to it to
// Multiply tile Y index by the pitch and add X tile index to it to
// edram_coord_low_temp.z.
system_constants_used_ |= 1ull << kSysConst_EDRAMPitchTiles_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
@ -2909,9 +3232,61 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.uint_instruction_count;
// TODO(Triang3l): For depth, swap 40-column groups into Y.
// Swap 40 sample columns within the tile for the depth buffer into
// system_temp_depth_.w - shaders uploading depth to the EDRAM by aliasing a
// color render target expect this.
// 2) Get dword offset within the tile to edram_coord_low_temp.x.
// 1) Check in which half of the tile the sample is.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(edram_coord_low_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(40);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 2) Get the value to add to the tile-relative X sample index.
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, 0b1000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(40);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(-40));
++stat_.instruction_count;
++stat_.movc_instruction_count;
// 3) Actually swap the 40 sample columns.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(edram_coord_low_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Calculate the address in the EDRAM buffer.
// 1a) Get dword offset within the tile to edram_coord_low_temp.x.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
@ -2929,7 +3304,25 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 3) Combine the tile offset and the offset within the tile to
// 1b) Do the same for depth/stencil to system_temp_depth_.w.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(edram_coord_low_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(80);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 2a) Combine the tile offset and the offset within the tile to
// edram_coord_low_temp.x.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
@ -2948,6 +3341,24 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 2b) Do the same for depth/stencil to system_temp_depth_.w.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(edram_coord_low_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1280);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Adjust the offsets for 64 bits per pixel.
uint32_t edram_coord_high_temp = PushSystemTemp();
@ -3000,7 +3411,6 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.int_instruction_count;
// Add the EDRAM bases for each render target.
// TODO(Triang3l): Do this for depth to a separate register.
system_constants_used_ |= 1ull << kSysConst_EDRAMBaseDwords_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
@ -3018,6 +3428,25 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.int_instruction_count;
// Add the EDRAM base for depth.
system_constants_used_ |= 1ull << kSysConst_EDRAMDepthBaseDwords_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthBaseDwords_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthBaseDwords_Vec);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Get the offsets of the upper 32 bits.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
@ -3033,6 +3462,282 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.int_instruction_count;
// ***************************************************************************
// Do depth/stencil testing. This must be done before the color writing, so
// discard happens before the write, and also because in case the EDRAM base
// of the depth buffer is for some reason the same as of some color buffer,
// the color buffer should win - otherwise the Xbox Live Arcade splash screen
// is missing in Banjo-Kazooie.
// TODO(Triang3l): Do depth/stencil before the translated shader if possible.
// ***************************************************************************
// Convert the depth to the target format - won't modify the W value. No need
// to do this in an if - if the value is not needed, the command processor can
// specify that the format is unorm24 - the conversion is much easier this way
// than for float24, only 2 instructions.
CompletePixelShader_DepthTo24Bit();
uint32_t depth_flags_temp = PushSystemTemp();
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
// Extract 0 or 0xFFFFFFFF for whether depth/stencil needs to be read and for
// the comparison results when the test should pass to depth_flags_temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(depth_flags_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(1);
shader_code_.push_back(1);
shader_code_.push_back(1);
shader_code_.push_back(1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(kSysFlag_DepthStencilRead_Shift);
shader_code_.push_back(kSysFlag_DepthPassIfLess_Shift);
shader_code_.push_back(kSysFlag_DepthPassIfEqual_Shift);
shader_code_.push_back(kSysFlag_DepthPassIfGreater_Shift);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if operations involving the previous depth/stencil value need to be
// done.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_flags_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Load the previous combined depth/stencil value into system_temp_depth_.y.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.texture_load_instructions;
// Separate the previous depth/stencil into depth and stencil to
// system_temp_depth_.yz.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0110, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(24);
shader_code_.push_back(8);
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_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Do depth/stencil testing.
uint32_t depth_stencil_test_temp = PushSystemTemp();
// First, the depth test.
// New depth in system_temp_depth_.x, old depth in system_temp_depth_.y.
// 1) Less/greater.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1010, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01000000, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00000100, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 2) Equal.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// 3) Compare the results with the expected.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1110, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(depth_flags_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 4) Start combining the results into system_temp_depth_.x - using .x
// specifically to keep the value because the stencil test also depends on the
// result of the depth test.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(depth_stencil_test_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 5) Finish combining the results into system_temp_depth_.w.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(depth_stencil_test_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// 6) Discard the pixel if depth test failed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_test_temp);
++stat_.instruction_count;
// TODO(Triang3l): Preserve the original depth if the depth write mask is
// false.
// TODO(Triang3l): Do stencil testing.
// Release depth_stencil_test_temp.
PopSystemTemp();
// Operations involving the previous value done.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get the bit to check if need to write the new depth/stencil value.
// The write masks of depth specifically and stencil specifically are handled
// in the depth/stencil test code.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(depth_flags_temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_DepthStencilWrite);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Actually check if need to write the new depth/stencil value.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_flags_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Shift the depth into the higher bits.
// TODO(Triang3l): UMAD the new stencil there when stencil is added.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Write the new depth/stencil value.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
// Done writing to the depth/stencil buffer.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Release depth_flags_temp.
PopSystemTemp();
// ***************************************************************************
// Write to color render targets.
// ***************************************************************************
@ -3462,6 +4167,10 @@ void DxbcShaderTranslator::CompleteShaderCode() {
// Release system_temp_position_.
PopSystemTemp();
} else if (is_pixel_shader()) {
if (edram_rov_used_) {
// Release system_temp_depth_.
PopSystemTemp();
}
// Release system_temp_color_.
PopSystemTemp(4);
}
@ -4214,11 +4923,22 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
break;
case InstructionStorageTarget::kDepth:
writes_depth_ = true;
if (edram_rov_used_) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4) | saturate_bit);
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
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_depth_);
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
}
break;
default:
assert_unhandled_case(result.storage_target);
@ -9686,6 +10406,7 @@ const DxbcShaderTranslator::SystemConstantRdef DxbcShaderTranslator::
// vec4 5
{"xe_alpha_test_range", RdefTypeIndex::kFloat2, 80, 8},
{"xe_edram_pitch_tiles", RdefTypeIndex::kUint, 88, 4},
{"xe_edram_depth_base_dwords", RdefTypeIndex::kUint, 92, 4},
// vec4 6
{"xe_color_exp_bias", RdefTypeIndex::kFloat4, 96, 16},
// vec4 7
@ -10288,15 +11009,16 @@ void DxbcShaderTranslator::WriteInputSignature() {
shader_object_.push_back(kPSInPointParametersRegister);
shader_object_.push_back(0x7 | (0x3 << 8));
// Position (only XY needed). Always used because ps_param_gen is handled
// dynamically and because this is needed for ROV storing.
// Position (only XY needed for ps_param_gen, but XYZ needed for ROV).
// Always used because ps_param_gen is handled dynamically and because this
// is needed for ROV storing.
shader_object_.push_back(0);
shader_object_.push_back(0);
// D3D_NAME_POSITION.
shader_object_.push_back(1);
shader_object_.push_back(3);
shader_object_.push_back(kPSInPositionRegister);
shader_object_.push_back(0xF | (0x3 << 8));
shader_object_.push_back(0xF | ((edram_rov_used_ ? 0x7 : 0x3) << 8));
// Is front face. Always used because ps_param_gen is handled dynamically.
shader_object_.push_back(0);
@ -10395,6 +11117,12 @@ void DxbcShaderTranslator::WriteOutputSignature() {
new_offset += AppendString(shader_object_, "SV_Position");
} else {
assert_true(is_pixel_shader());
if (edram_rov_used_) {
// No outputs - only ROV read/write.
shader_object_.push_back(0);
// Unknown.
shader_object_.push_back(8);
} else {
// Color render targets, optionally depth.
shader_object_.push_back(4 + (writes_depth_ ? 1 : 0));
// Unknown.
@ -10410,8 +11138,8 @@ void DxbcShaderTranslator::WriteOutputSignature() {
shader_object_.push_back(3);
// Register must match the render target index.
shader_object_.push_back(i);
// All are used because X360 RTs are dynamically remapped to D3D12 RTs to
// make the indices consecutive.
// All are used because X360 RTs are dynamically remapped to D3D12 RTs
// to make the indices consecutive.
shader_object_.push_back(0xF);
}
@ -10445,6 +11173,7 @@ void DxbcShaderTranslator::WriteOutputSignature() {
}
}
}
}
void DxbcShaderTranslator::WriteShaderCode() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
@ -10688,14 +11417,15 @@ void DxbcShaderTranslator::WriteShaderCode() {
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1));
shader_object_.push_back(kPSInPointParametersRegister);
++stat_.dcl_count;
// Position input (only XY needed).
// Position input (only XY needed for ps_param_gen, but for ROV access, XYZ
// are needed).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS_SIV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INPUT, edram_rov_used_ ? 0b0111 : 0b0011, 1));
shader_object_.push_back(kPSInPositionRegister);
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION));
++stat_.dcl_count;
@ -10712,8 +11442,8 @@ void DxbcShaderTranslator::WriteShaderCode() {
shader_object_.push_back(kPSInFrontFaceRegister);
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_IS_FRONT_FACE));
++stat_.dcl_count;
// Color output.
if (!edram_rov_used_) {
// Color output.
for (uint32_t i = 0; i < 4; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
@ -10723,9 +11453,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
shader_object_.push_back(i);
++stat_.dcl_count;
}
}
// Depth output.
// TODO(Triang3l): Do something with this for ROV.
if (writes_depth_) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
@ -10735,6 +11463,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
++stat_.dcl_count;
}
}
}
// Temporary registers - guest general-purpose registers if not using dynamic
// indexing and Xenia internal registers.

View File

@ -35,38 +35,66 @@ class DxbcShaderTranslator : public ShaderTranslator {
};
enum : uint32_t {
kSysFlag_XYDividedByW = 1,
kSysFlag_ZDividedByW = kSysFlag_XYDividedByW << 1,
kSysFlag_WNotReciprocal = kSysFlag_ZDividedByW << 1,
kSysFlag_ReverseZ = kSysFlag_WNotReciprocal << 1,
kSysFlag_Color0Gamma = kSysFlag_ReverseZ << 1,
kSysFlag_Color1Gamma = kSysFlag_Color0Gamma << 1,
kSysFlag_Color2Gamma = kSysFlag_Color1Gamma << 1,
kSysFlag_Color3Gamma = kSysFlag_Color2Gamma << 1,
kSysFlag_XYDividedByW_Shift,
kSysFlag_ZDividedByW_Shift,
kSysFlag_WNotReciprocal_Shift,
kSysFlag_ReverseZ_Shift,
kSysFlag_DepthStencilRead_Shift,
// Depth/stencil testing not done if DepthStencilRead is disabled, but
// writing may still be done.
kSysFlag_DepthPassIfLess_Shift,
kSysFlag_DepthPassIfEqual_Shift,
kSysFlag_DepthPassIfGreater_Shift,
// This doesn't include depth/stencil masks - only reflects the fact that
// the new value must be written.
kSysFlag_DepthStencilWrite_Shift,
// If don't need to read or write the depth component of the depth/stencil
// buffer, better disable kSysFlag_DepthFloat24 because float->unorm is
// easier to perform than float32->float24.
kSysFlag_DepthFloat24_Shift,
kSysFlag_Color0Gamma_Shift,
kSysFlag_Color1Gamma_Shift,
kSysFlag_Color2Gamma_Shift,
kSysFlag_Color3Gamma_Shift,
kSysFlag_XYDividedByW = 1u << kSysFlag_XYDividedByW_Shift,
kSysFlag_ZDividedByW = 1u << kSysFlag_ZDividedByW_Shift,
kSysFlag_WNotReciprocal = 1u << kSysFlag_WNotReciprocal_Shift,
kSysFlag_ReverseZ = 1u << kSysFlag_ReverseZ_Shift,
kSysFlag_DepthStencilRead = 1u << kSysFlag_DepthStencilRead_Shift,
kSysFlag_DepthPassIfLess = 1u << kSysFlag_DepthPassIfLess_Shift,
kSysFlag_DepthPassIfEqual = 1u << kSysFlag_DepthPassIfEqual_Shift,
kSysFlag_DepthPassIfGreater = 1u << kSysFlag_DepthPassIfGreater_Shift,
kSysFlag_DepthStencilWrite = 1u << kSysFlag_DepthStencilWrite_Shift,
kSysFlag_DepthFloat24 = 1u << kSysFlag_DepthFloat24_Shift,
kSysFlag_Color0Gamma = 1u << kSysFlag_Color0Gamma_Shift,
kSysFlag_Color1Gamma = 1u << kSysFlag_Color1Gamma_Shift,
kSysFlag_Color2Gamma = 1u << kSysFlag_Color2Gamma_Shift,
kSysFlag_Color3Gamma = 1u << kSysFlag_Color3Gamma_Shift,
};
enum : uint32_t {
// Whether the write mask is non-zero.
kRTFlag_Used_Shift = 0,
kRTFlag_Used = 1u << kRTFlag_Used_Shift,
kRTFlag_Used_Shift,
// Whether the render target needs to be merged with another (if the write
// mask is not 1111, or 11 for 16_16, or 1 for 32_FLOAT, or blending is
// enabled and it's not no-op).
kRTFlag_Load_Shift = kRTFlag_Used_Shift + 1,
kRTFlag_Load = 1u << kRTFlag_Load_Shift,
kRTFlag_Blend_Shift = kRTFlag_Load_Shift + 1,
kRTFlag_Blend = 1u << kRTFlag_Blend_Shift,
kRTFlag_Load_Shift,
kRTFlag_Blend_Shift,
// Whether the format is fixed-point and needs to be converted to integer
// (k_8_8_8_8, k_2_10_10_10, k_16_16, k_16_16_16_16).
kRTFlag_FormatFixed_Shift = kRTFlag_Blend_Shift + 1,
kRTFlag_FormatFixed = 1u << kRTFlag_FormatFixed_Shift,
kRTFlag_FormatFixed_Shift,
// Whether the format is k_2_10_10_10_FLOAT and 7e3 conversion is needed.
kRTFlag_FormatFloat10_Shift = kRTFlag_FormatFixed_Shift + 1,
kRTFlag_FormatFloat10 = 1u << kRTFlag_FormatFloat10_Shift,
kRTFlag_FormatFloat10_Shift,
// Whether the format is k_16_16_FLOAT or k_16_16_16_16_FLOAT and
// f16tof32/f32tof16 is needed.
kRTFlag_FormatFloat16_Shift = kRTFlag_FormatFloat10_Shift + 1,
kRTFlag_FormatFloat16_Shift,
kRTFlag_Used = 1u << kRTFlag_Used_Shift,
kRTFlag_Load = 1u << kRTFlag_Load_Shift,
kRTFlag_Blend = 1u << kRTFlag_Blend_Shift,
kRTFlag_FormatFixed = 1u << kRTFlag_FormatFixed_Shift,
kRTFlag_FormatFloat10 = 1u << kRTFlag_FormatFloat10_Shift,
kRTFlag_FormatFloat16 = 1u << kRTFlag_FormatFloat16_Shift,
};
@ -220,7 +248,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
// The range is floats as uints so it's easier to pass infinity.
uint32_t alpha_test_range[2];
uint32_t edram_pitch_tiles;
uint32_t padding_5;
uint32_t edram_depth_base_dwords;
// vec4 6
float color_exp_bias[4];
@ -420,8 +448,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
kSysConst_EDRAMPitchTiles_Index = kSysConst_AlphaTestRange_Index + 1,
kSysConst_EDRAMPitchTiles_Vec = kSysConst_AlphaTestRange_Vec,
kSysConst_EDRAMPitchTiles_Comp = 2,
kSysConst_EDRAMDepthBaseDwords_Index = kSysConst_EDRAMPitchTiles_Index + 1,
kSysConst_EDRAMDepthBaseDwords_Vec = kSysConst_AlphaTestRange_Vec,
kSysConst_EDRAMDepthBaseDwords_Comp = 3,
kSysConst_ColorExpBias_Index = kSysConst_EDRAMPitchTiles_Index + 1,
kSysConst_ColorExpBias_Index = kSysConst_EDRAMDepthBaseDwords_Index + 1,
kSysConst_ColorExpBias_Vec = kSysConst_AlphaTestRange_Vec + 1,
kSysConst_ColorOutputMap_Index = kSysConst_ColorExpBias_Index + 1,
@ -588,6 +619,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
// Writing the epilogue.
void CompleteVertexShader();
// Converts the depth in system_temp_depth_.x to 24-bit unorm or float,
// depending on the flag value. Uses system_temp_depth_.yz as scratch - w not
// touched.
void CompletePixelShader_DepthTo24Bit();
void CompletePixelShader_WriteToRTVs();
// Extracts widths and offsets of the components in the lower or the upper
// dword of a pixel from the format constants, for use as ibfe and bfi
@ -850,6 +885,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
// Color outputs in pixel shaders (because of exponent bias, alpha test and
// remapping).
uint32_t system_temp_color_[4];
// Depth output in pixel shader, and 3 dwords usable as scratch for operations
// related to depth. Currently only used for ROV depth.
// TODO(Triang3l): Reduce depth to 24-bit in pixel shaders when using a DSV
// for accuracy.
uint32_t system_temp_depth_;
// Whether a predicate `if` is open.
bool cf_currently_predicated_;