diff --git a/src/xenia/gpu/d3d12/d3d12_command_processor.cc b/src/xenia/gpu/d3d12/d3d12_command_processor.cc index bf55bad8d..da1200bc8 100644 --- a/src/xenia/gpu/d3d12/d3d12_command_processor.cc +++ b/src/xenia/gpu/d3d12/d3d12_command_processor.cc @@ -1275,6 +1275,11 @@ void D3D12CommandProcessor::UpdateFixedFunctionState( viewport.Height = viewport_scale_y * 2.0f * float(ssaa_scale_y); viewport.MinDepth = viewport_offset_z; viewport.MaxDepth = viewport_offset_z + viewport_scale_z; + if (viewport_scale_z < 0.0f) { + // MinDepth > MaxDepth doesn't work on Nvidia, emulating it in vertex + // shaders and when applying polygon offset. + std::swap(viewport.MinDepth, viewport.MaxDepth); + } ff_viewport_update_needed_ |= ff_viewport_.TopLeftX != viewport.TopLeftX; ff_viewport_update_needed_ |= ff_viewport_.TopLeftY != viewport.TopLeftY; ff_viewport_update_needed_ |= ff_viewport_.Width != viewport.Width; @@ -1378,21 +1383,20 @@ void D3D12CommandProcessor::UpdateSystemConstantValues( // W0 division control. // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf - // VTX_XY_FMT = true: the incoming XY have already been multiplied by 1/W0. - // = false: multiply the X, Y coordinates by 1/W0. - // VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0. - // = false: multiply the Z coordinate by 1/W0. - // VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to - // get 1/W0. - uint32_t vtx_xy_fmt = (pa_cl_vte_cntl >> 8) & 1; - uint32_t vtx_z_fmt = (pa_cl_vte_cntl >> 9) & 1; - uint32_t vtx_w0_fmt = (pa_cl_vte_cntl >> 10) & 1; - dirty |= system_constants_.vertex_w_format[0] != vtx_xy_fmt; - dirty |= system_constants_.vertex_w_format[1] != vtx_z_fmt; - dirty |= system_constants_.vertex_w_format[2] != vtx_w0_fmt; - system_constants_.vertex_w_format[0] = vtx_xy_fmt; - system_constants_.vertex_w_format[1] = vtx_z_fmt; - system_constants_.vertex_w_format[2] = vtx_w0_fmt; + // 8: VTX_XY_FMT = true: the incoming XY have already been multiplied by 1/W0. + // = false: multiply the X, Y coordinates by 1/W0. + // 9: VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0. + // = false: multiply the Z coordinate by 1/W0. + // 10: VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal + // to get 1/W0. + uint32_t ndc_control = (pa_cl_vte_cntl >> 8) & 0x7; + // Reversed depth. + if ((pa_cl_vte_cntl & (1 << 4)) && + regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 < 0.0f) { + ndc_control |= 1 << 3; + } + dirty |= system_constants_.ndc_control != ndc_control; + system_constants_.ndc_control = ndc_control; // Conversion to Direct3D 12 normalized device coordinates. // See viewport configuration in UpdateFixedFunctionState for explanations. diff --git a/src/xenia/gpu/d3d12/pipeline_cache.cc b/src/xenia/gpu/d3d12/pipeline_cache.cc index f39395feb..e56c3dc3b 100644 --- a/src/xenia/gpu/d3d12/pipeline_cache.cc +++ b/src/xenia/gpu/d3d12/pipeline_cache.cc @@ -540,6 +540,13 @@ PipelineCache::UpdateStatus PipelineCache::UpdateRasterizerState( register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32; } } + // Reversed depth is emulated in vertex shaders because MinDepth > MaxDepth + // in viewports doesn't seem to work on Nvidia. + if ((register_file_->values[XE_GPU_REG_PA_CL_VTE_CNTL].u32 & (1 << 4)) && + register_file_->values[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 < 0.0f) { + poly_offset = -poly_offset; + poly_offset_scale = -poly_offset_scale; + } if (((pa_su_sc_mode_cntl >> 3) & 0x3) == 0) { // Fill mode is disabled. fill_mode_wireframe = false; diff --git a/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.cso b/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.cso index d9b401591..8da95d477 100644 Binary files a/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.cso and b/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.cso differ diff --git a/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.h b/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.h index c8bde03c1..e376bff1c 100644 --- a/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.h +++ b/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.h @@ -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, 0xD0, 0x65, 0x5F, 0x92, 0x74, 0x64, 0x5F, 0xE4, - 0xFD, 0x96, 0xA6, 0x25, 0x25, 0xC2, 0x9C, 0x39, 0x01, 0x00, 0x00, 0x00, - 0x10, 0x15, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, - 0x4C, 0x05, 0x00, 0x00, 0x24, 0x07, 0x00, 0x00, 0x44, 0x09, 0x00, 0x00, - 0x74, 0x14, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x10, 0x05, 0x00, 0x00, + 0x44, 0x58, 0x42, 0x43, 0x41, 0xB7, 0xED, 0xDB, 0x44, 0x45, 0x04, 0xC7, + 0xAF, 0x03, 0xB7, 0xFE, 0x1E, 0xB6, 0x28, 0xF8, 0x01, 0x00, 0x00, 0x00, + 0xE0, 0x14, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, + 0x1C, 0x05, 0x00, 0x00, 0xF4, 0x06, 0x00, 0x00, 0x14, 0x09, 0x00, 0x00, + 0x44, 0x14, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xE0, 0x04, 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, - 0xE8, 0x04, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00, + 0xB8, 0x04, 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, @@ -18,99 +18,95 @@ const uint8_t primitive_point_list_gs[] = { 0x6D, 0x5F, 0x63, 0x62, 0x75, 0x66, 0x66, 0x65, 0x72, 0x00, 0xAB, 0xAB, 0x64, 0x00, 0x00, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x98, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0xB4, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x98, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xB8, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, - 0x00, 0x00, 0x00, 0x00, 0xD8, 0x02, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, - 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF4, 0x02, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xDC, 0x02, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, + 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB8, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, - 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x18, 0x03, 0x00, 0x00, - 0x10, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, - 0x2C, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, + 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xF1, 0x02, 0x00, 0x00, + 0x08, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xB8, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, - 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0x00, 0x00, 0x00, 0x00, 0xBC, 0x04, 0x00, 0x00, 0x4D, 0x69, 0x63, 0x72, + 0x00, 0x00, 0x00, 0x00, 0x8C, 0x04, 0x00, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2E, 0x31, 0x00, diff --git a/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.txt b/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.txt index 89b735f91..b3b4314f1 100644 --- a/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.txt +++ b/src/xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.txt @@ -7,17 +7,17 @@ // cbuffer xe_system_cbuffer // { // -// uint3 xe_vertex_w_format; // Offset: 0 Size: 12 [unused] -// uint xe_vertex_base_index; // Offset: 12 Size: 4 [unused] +// uint xe_vertex_index_endian; // Offset: 0 Size: 4 [unused] +// uint xe_vertex_base_index; // Offset: 4 Size: 4 [unused] +// uint xe_ndc_control; // Offset: 8 Size: 4 [unused] +// uint xe_pixel_pos_reg; // Offset: 12 Size: 4 [unused] // float3 xe_ndc_scale; // Offset: 16 Size: 12 -// uint xe_vertex_index_endian; // Offset: 28 Size: 4 [unused] +// float xe_pixel_half_pixel_offset; // Offset: 28 Size: 4 [unused] // float3 xe_ndc_offset; // Offset: 32 Size: 12 [unused] -// float xe_pixel_half_pixel_offset; // Offset: 44 Size: 4 [unused] +// int xe_alpha_test; // Offset: 44 Size: 4 [unused] // float2 xe_point_size; // Offset: 48 Size: 8 // float2 xe_ssaa_inv_scale; // Offset: 56 Size: 8 [unused] -// uint xe_pixel_pos_reg; // Offset: 64 Size: 4 [unused] -// int xe_alpha_test; // Offset: 68 Size: 4 [unused] -// float2 xe_alpha_test_range; // Offset: 72 Size: 8 [unused] +// float2 xe_alpha_test_range; // Offset: 64 Size: 8 [unused] // float4 xe_color_exp_bias; // Offset: 80 Size: 16 [unused] // uint4 xe_color_output_map; // Offset: 96 Size: 16 [unused] // diff --git a/src/xenia/gpu/d3d12/shaders/xenos_draw.hlsli b/src/xenia/gpu/d3d12/shaders/xenos_draw.hlsli index 09a47c0ef..846a37872 100644 --- a/src/xenia/gpu/d3d12/shaders/xenos_draw.hlsli +++ b/src/xenia/gpu/d3d12/shaders/xenos_draw.hlsli @@ -3,20 +3,20 @@ cbuffer xe_system_cbuffer : register(b0) { // vec4 0 - uint3 xe_vertex_w_format; + uint xe_vertex_index_endian; uint xe_vertex_base_index; + uint xe_ndc_control; + uint xe_pixel_pos_reg; // vec4 1 float3 xe_ndc_scale; - uint xe_vertex_index_endian; + float xe_pixel_half_pixel_offset; // vec4 2 float3 xe_ndc_offset; - float xe_pixel_half_pixel_offset; + int xe_alpha_test; // vec4 3 float2 xe_point_size; float2 xe_ssaa_inv_scale; // vec4 4 - uint xe_pixel_pos_reg; - int xe_alpha_test; float2 xe_alpha_test_range; // vec4 5 float4 xe_color_exp_bias; diff --git a/src/xenia/gpu/dxbc_shader_translator.cc b/src/xenia/gpu/dxbc_shader_translator.cc index 859095a67..e393a0341 100644 --- a/src/xenia/gpu/dxbc_shader_translator.cc +++ b/src/xenia/gpu/dxbc_shader_translator.cc @@ -688,11 +688,35 @@ void DxbcShaderTranslator::StartTranslation() { } void DxbcShaderTranslator::CompleteVertexShader() { + // Get flags of what we should do with the position. + // Bit 0: XY are pre-divided by W. + // Bit 1: Z is pre-divided by W. + // Bit 2: W is not 1/W. + // Bit 3: Viewport depth is reversed. + rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCControl); + uint32_t ndc_control_temp = PushSystemTemp(); + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(ndc_control_temp); + shader_code_.push_back(EncodeVectorReplicatedOperand( + D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_NDCControl_Comp, 3)); + shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants)); + shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); + shader_code_.push_back(kSysConst_NDCControl_Vec); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0)); + shader_code_.push_back(1 << 0); + shader_code_.push_back(1 << 1); + shader_code_.push_back(1 << 2); + shader_code_.push_back(1 << 3); + ++stat_.instruction_count; + ++stat_.int_instruction_count; + // Revert getting the reciprocal of W and dividing XY by W if needed. // TODO(Triang3l): Check if having XY or Z pre-divided by W should enable // affine interpolation. - rdef_constants_used_ |= 1ull - << uint32_t(RdefConstantIndex::kSysVertexWFormat); uint32_t w_format_temp = PushSystemTemp(); // If the shader has returned 1/W, restore W. First take the reciprocal, which // may be either W (what we need) or 1/W, depending on the vertex W format. @@ -709,16 +733,13 @@ void DxbcShaderTranslator::CompleteVertexShader() { // Then, if the shader returns 1/W (vtx_w0_fmt is 0), write 1/(1/W) to the // position. shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | - ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11)); + 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_position_); shader_code_.push_back( - EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, - kSysConst_VertexWFormat_Comp + 2, 3)); - shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants)); - shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); - shader_code_.push_back(kSysConst_VertexWFormat_Vec); + EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1)); + shader_code_.push_back(ndc_control_temp); shader_code_.push_back( EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1)); shader_code_.push_back(system_temp_position_); @@ -745,18 +766,13 @@ void DxbcShaderTranslator::CompleteVertexShader() { // If vtx_xy_fmt and/or vtx_z_fmt are 1, XY and/or Z are pre-divided by W. // Restore them in this case. shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | - ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11)); + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); shader_code_.push_back( EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1)); shader_code_.push_back(system_temp_position_); - shader_code_.push_back(EncodeVectorSwizzledOperand( - D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, - kSysConst_VertexWFormat_Comp | (kSysConst_VertexWFormat_Comp << 2) | - ((kSysConst_VertexWFormat_Comp + 1) << 4), - 3)); - shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants)); - shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); - shader_code_.push_back(kSysConst_VertexWFormat_Vec); + shader_code_.push_back( + EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00010000, 1)); + shader_code_.push_back(ndc_control_temp); shader_code_.push_back( EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); shader_code_.push_back(w_format_temp); @@ -768,7 +784,8 @@ void DxbcShaderTranslator::CompleteVertexShader() { // Release w_format_temp. PopSystemTemp(); - // Apply scale for drawing without a viewport. + // Apply scale for drawing without a viewport, and also remap from OpenGL + // Z clip space to Direct3D if needed. rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCScale); shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); @@ -789,6 +806,46 @@ void DxbcShaderTranslator::CompleteVertexShader() { ++stat_.instruction_count; ++stat_.float_instruction_count; + // Reverse Z (Z = W - Z) if the viewport depth is inverted. + uint32_t reverse_z_temp = PushSystemTemp(); + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1)); + shader_code_.push_back(reverse_z_temp); + shader_code_.push_back( + EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1)); + shader_code_.push_back(system_temp_position_); + 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_position_); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1)); + shader_code_.push_back(system_temp_position_); + shader_code_.push_back( + EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1)); + shader_code_.push_back(ndc_control_temp); + shader_code_.push_back( + EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1)); + shader_code_.push_back(reverse_z_temp); + shader_code_.push_back( + EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1)); + shader_code_.push_back(system_temp_position_); + ++stat_.instruction_count; + ++stat_.movc_instruction_count; + // Release reverse_z_temp. + PopSystemTemp(); + + // Release ndc_control_temp. + PopSystemTemp(); + // Apply offset (multiplied by W) for drawing without a viewport and for half // pixel offset. rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCOffset); @@ -7214,7 +7271,6 @@ const DxbcShaderTranslator::RdefType DxbcShaderTranslator::rdef_types_[size_t( {"float4", 1, 3, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr}, {"int", 0, 2, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr}, {"uint", 0, 19, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr}, - {"uint3", 1, 19, 1, 3, 0, 0, RdefTypeIndex::kUnknown, nullptr}, {"uint4", 1, 19, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr}, {nullptr, 1, 19, 1, 4, 8, 0, RdefTypeIndex::kUint4, nullptr}, {nullptr, 1, 19, 1, 4, 32, 0, RdefTypeIndex::kUint4, nullptr}, @@ -7230,21 +7286,21 @@ const DxbcShaderTranslator::RdefConstant DxbcShaderTranslator::RdefConstantIndex::kCount)] = { // SYSTEM CONSTANTS MUST BE UPDATED IF THEIR LAYOUT CHANGES! // System constants vec4 0. - {"xe_vertex_w_format", RdefTypeIndex::kUint3, 0, 12}, - {"xe_vertex_base_index", RdefTypeIndex::kUint, 12, 4}, + {"xe_vertex_index_endian", RdefTypeIndex::kUint, 0, 4}, + {"xe_vertex_base_index", RdefTypeIndex::kUint, 4, 4}, + {"xe_ndc_control", RdefTypeIndex::kUint, 8, 4}, + {"xe_pixel_pos_reg", RdefTypeIndex::kUint, 12, 4}, // System constants vec4 1. {"xe_ndc_scale", RdefTypeIndex::kFloat3, 16, 12}, - {"xe_vertex_index_endian", RdefTypeIndex::kUint, 28, 4}, + {"xe_pixel_half_pixel_offset", RdefTypeIndex::kFloat, 28, 4}, // System constants vec4 2. {"xe_ndc_offset", RdefTypeIndex::kFloat3, 32, 12}, - {"xe_pixel_half_pixel_offset", RdefTypeIndex::kFloat, 44, 4}, + {"xe_alpha_test", RdefTypeIndex::kInt, 44, 4}, // System constants vec4 3. {"xe_point_size", RdefTypeIndex::kFloat2, 48, 8}, {"xe_ssaa_inv_scale", RdefTypeIndex::kFloat2, 56, 8}, // System constants vec4 4. - {"xe_pixel_pos_reg", RdefTypeIndex::kUint, 64, 4}, - {"xe_alpha_test", RdefTypeIndex::kInt, 68, 4}, - {"xe_alpha_test_range", RdefTypeIndex::kFloat2, 72, 8}, + {"xe_alpha_test_range", RdefTypeIndex::kFloat2, 64, 8}, // System constants vec4 5. {"xe_color_exp_bias", RdefTypeIndex::kFloat4, 80, 16}, // System constants vec4 6. diff --git a/src/xenia/gpu/dxbc_shader_translator.h b/src/xenia/gpu/dxbc_shader_translator.h index 78c34dff2..a7b143c41 100644 --- a/src/xenia/gpu/dxbc_shader_translator.h +++ b/src/xenia/gpu/dxbc_shader_translator.h @@ -33,27 +33,28 @@ class DxbcShaderTranslator : public ShaderTranslator { // - d3d12/shaders/xenos_draw.hlsli (for geometry shaders). struct SystemConstants { // vec4 0 - uint32_t vertex_w_format[3]; + uint32_t vertex_index_endian; uint32_t vertex_base_index; + uint32_t ndc_control; + uint32_t pixel_pos_reg; // vec4 1 float ndc_scale[3]; - uint32_t vertex_index_endian; + float pixel_half_pixel_offset; // vec4 2 float ndc_offset[3]; - float pixel_half_pixel_offset; + // 0 - disabled, 1 - passes if in range, -1 - fails if in range. + int32_t alpha_test; // vec4 3 float point_size[2]; float ssaa_inv_scale[2]; // vec3 4 - uint32_t pixel_pos_reg; - // 0 - disabled, 1 - passes if in range, -1 - fails if in range. - int32_t alpha_test; // The range is floats as uints so it's easier to pass infinity. uint32_t alpha_test_range[2]; + uint32_t padding_4[2]; // vec4 5 float color_exp_bias[4]; @@ -139,32 +140,32 @@ class DxbcShaderTranslator : public ShaderTranslator { }; enum : uint32_t { - kSysConst_VertexWFormat_Vec = 0, - kSysConst_VertexWFormat_Comp = 0, + kSysConst_VertexIndexEndian_Vec = 0, + kSysConst_VertexIndexEndian_Comp = 0, kSysConst_VertexBaseIndex_Vec = 0, - kSysConst_VertexBaseIndex_Comp = 3, + kSysConst_VertexBaseIndex_Comp = 1, + kSysConst_NDCControl_Vec = 0, + kSysConst_NDCControl_Comp = 2, + kSysConst_PixelPosReg_Vec = 0, + kSysConst_PixelPosReg_Comp = 3, kSysConst_NDCScale_Vec = 1, kSysConst_NDCScale_Comp = 0, - kSysConst_VertexIndexEndian_Vec = 1, - kSysConst_VertexIndexEndian_Comp = 3, + kSysConst_PixelHalfPixelOffset_Vec = 1, + kSysConst_PixelHalfPixelOffset_Comp = 3, kSysConst_NDCOffset_Vec = 2, kSysConst_NDCOffset_Comp = 0, - kSysConst_PixelHalfPixelOffset_Vec = 2, - kSysConst_PixelHalfPixelOffset_Comp = 3, + kSysConst_AlphaTest_Vec = 2, + kSysConst_AlphaTest_Comp = 3, kSysConst_PointSize_Vec = 3, kSysConst_PointSize_Comp = 0, kSysConst_SSAAInvScale_Vec = 3, kSysConst_SSAAInvScale_Comp = 2, - kSysConst_PixelPosReg_Vec = 4, - kSysConst_PixelPosReg_Comp = 0, - kSysConst_AlphaTest_Vec = 4, - kSysConst_AlphaTest_Comp = 1, kSysConst_AlphaTestRange_Vec = 4, - kSysConst_AlphaTestRange_Comp = 2, + kSysConst_AlphaTestRange_Comp = 0, kSysConst_ColorExpBias_Vec = 5, @@ -397,7 +398,6 @@ class DxbcShaderTranslator : public ShaderTranslator { kFloat4, kInt, kUint, - kUint3, kUint4, // Bool constants. kUint4Array8, @@ -439,16 +439,16 @@ class DxbcShaderTranslator : public ShaderTranslator { enum class RdefConstantIndex { kSystemConstantFirst, - kSysVertexWFormat = kSystemConstantFirst, - kSysVertexBaseIndex, - kSysNDCScale, + kSysVertexBaseIndex = kSystemConstantFirst, kSysVertexIndexEndian, - kSysNDCOffset, + kSysNDCControl, + kSysPixelPosReg, + kSysNDCScale, kSysPixelHalfPixelOffset, + kSysNDCOffset, + kSysAlphaTest, kSysPointSize, kSysSSAAInvScale, - kSysPixelPosReg, - kSysAlphaTest, kSysAlphaTestRange, kSysColorExpBias, kSysColorOutputMap,