[D3D12] DXBC vertex index byte swap
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@ -74,6 +74,7 @@ uint32_t DxbcShaderTranslator::PushSystemTemp() {
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++system_temp_count_current_;
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system_temp_count_max_ =
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std::max(system_temp_count_max_, system_temp_count_current_);
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return register_index;
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}
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void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
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@ -81,6 +82,245 @@ void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
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system_temp_count_current_ -= std::min(count, system_temp_count_current_);
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}
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void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
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// Vertex index is in an input bound to SV_VertexID, byte swapped according to
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// xe_vertex_index_endian system constant and written to GPR 0 (which is
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// always present because register_count includes +1).
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// TODO(Triang3l): Check if there's vs_param_gen.
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// xe_vertex_index_endian is:
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// - 00 for no swap.
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// - 01 for 8-in-16.
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// - 10 for 8-in-32 (8-in-16 and 16-in-32).
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// - 11 for 16-in-32.
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// Write to GPR 0 - either directly if not using indexable registers, or via a
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// system temporary register.
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uint32_t reg;
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if (uses_register_relative_addressing()) {
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reg = PushSystemTemp();
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} else {
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reg = 0;
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}
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// 8-in-16: Create target for A and C insertion in Y and sources in X and Z.
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// ushr reg.xyz, input, l(0, 8, 16, 0)
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// ABCD | BCD0 | CD00 | unused
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXXXX, 1));
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shader_code_.push_back(kVSInVertexIndexRegister);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(8);
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shader_code_.push_back(16);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 8-in-16: Insert A in Y.
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// bfi reg.y, l(8), l(8), reg.x, reg.y
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// ABCD | BAD0 | CD00 | unused
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(8);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(8);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 8-in-16: Insert C in Y.
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// bfi reg.y, l(8), l(24), reg.z, reg.y
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// ABCD | BADC | CD00 | unused
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(8);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(24);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Get bits indicating what swaps should be done.
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// ubfe reg.zw, l(1, 1), l(0, 1), xe_vertex_index_endian.xx
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// ABCD | BADC | 8in16/16in32? | 8in32/16in32?
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(1);
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shader_code_.push_back(1);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(1);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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rdef_constants_used_ |= 1ull
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<< uint32_t(RdefConstantIndex::kSysVertexIndexEndian);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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kSysConst_VertexIndexEndian_Comp |
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(kSysConst_VertexIndexEndian_Comp << 2) |
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(kSysConst_VertexIndexEndian_Comp << 4) |
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(kSysConst_VertexIndexEndian_Comp << 6),
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3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_VertexIndexEndian_Vec);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 16-in-32 is used as intermediate swapping step here rather than 8-in-32.
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// Thus 8-in-16 needs to be done for 8-in-16 (01) and 8-in-32 (10).
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// And 16-in-32 needs to be done for 8-in-32 (10) and 16-in-32 (11).
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// xor reg.z, reg.z, reg.w
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// ABCD | BADC | 8in16/8in32? | 8in32/16in32?
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_XOR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Write the 8-in-16 value to X if needed.
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// movc reg.x, reg.z, reg.y, reg.x
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// ABCD/BADC | unused | unused | 8in32/16in32?
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Write the low 16 bits of the 16-in-32 swap.
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// ushr reg.y, reg.x, l(16)
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// ABCD/BADC | CD00/DC00 | unused | 8in32/16in32?
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(16);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Write the high 16 bits of the 16-in-32 swap.
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// bfi reg.y, l(16), l(16), reg.x, reg.y
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// ABCD/BADC | CDAB/DCBA | unused | 8in32/16in32?
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(16);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(16);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Apply the 16-in-32 swap if needed and replicate the swapped value in the
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// destination register (what should be in YZW is unknown, but just to make it
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// a bit cleaner).
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// movc reg, reg.wwww, reg.yyyy, reg.xxxx
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleWWWW, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleYYYY, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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if (uses_register_relative_addressing()) {
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// Store to indexed GPR 0 in x0[0].
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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PopSystemTemp();
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}
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}
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void DxbcShaderTranslator::StartVertexShader() {
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// Zero the interpolators.
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for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
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@ -117,6 +357,9 @@ void DxbcShaderTranslator::StartVertexShader() {
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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// Byte swap and write the vertex index to GPR 0.
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StartVertexShader_SwapVertexIndex();
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}
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void DxbcShaderTranslator::StartPixelShader() {}
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@ -185,6 +185,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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void PopSystemTemp(uint32_t count = 1);
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// Writing the prologue.
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void StartVertexShader_SwapVertexIndex();
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void StartVertexShader();
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void StartPixelShader();
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