diff --git a/src/xenia/gpu/dxbc_shader_translator.cc b/src/xenia/gpu/dxbc_shader_translator.cc index 3231edb77..bc63e22d1 100644 --- a/src/xenia/gpu/dxbc_shader_translator.cc +++ b/src/xenia/gpu/dxbc_shader_translator.cc @@ -81,28 +81,16 @@ void DxbcShaderTranslator::PopSystemTemp(uint32_t count) { system_temp_count_current_ -= std::min(count, system_temp_count_current_); } -void DxbcShaderTranslator::StartVertexShaderCode() { +void DxbcShaderTranslator::StartVertexShader() { // Zero the interpolators. for (uint32_t i = 0; i < kInterpolatorCount; ++i) { shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8)); shader_code_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) | - D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32)); + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1)); shader_code_.push_back(kVSOutInterpolatorRegister + i); - shader_code_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) | - D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_IMMEDIATE32) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D)); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0)); shader_code_.push_back(0); shader_code_.push_back(0); shader_code_.push_back(0); @@ -118,24 +106,10 @@ void DxbcShaderTranslator::StartVertexShaderCode() { shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8)); shader_code_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) | - D3D10_SB_OPERAND_4_COMPONENT_MASK_X | - D3D10_SB_OPERAND_4_COMPONENT_MASK_Y | - D3D10_SB_OPERAND_4_COMPONENT_MASK_Z | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32)); + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b0111, 1)); shader_code_.push_back(kVSOutPointParametersRegister); - shader_code_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) | - D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_IMMEDIATE32) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D)); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0)); shader_code_.push_back(0); shader_code_.push_back(0); // -1.0f @@ -145,27 +119,27 @@ void DxbcShaderTranslator::StartVertexShaderCode() { ++stat_.mov_instruction_count; } -void DxbcShaderTranslator::StartPixelShaderCode() {} +void DxbcShaderTranslator::StartPixelShader() {} void DxbcShaderTranslator::StartTranslation() { // Write stage-specific prologue. if (is_vertex_shader()) { - StartVertexShaderCode(); + StartVertexShader(); } else if (is_pixel_shader()) { - StartPixelShaderCode(); + StartPixelShader(); } } -void DxbcShaderTranslator::CompleteVertexShaderCode() {} +void DxbcShaderTranslator::CompleteVertexShader() {} -void DxbcShaderTranslator::CompletePixelShaderCode() {} +void DxbcShaderTranslator::CompletePixelShader() {} void DxbcShaderTranslator::CompleteShaderCode() { // Write stage-specific epilogue. if (is_vertex_shader()) { - CompleteVertexShaderCode(); + CompleteVertexShader(); } else if (is_pixel_shader()) { - CompletePixelShaderCode(); + CompletePixelShader(); } // Return from `main`. @@ -812,34 +786,6 @@ void DxbcShaderTranslator::WriteShaderCode() { // bound. // Inputs/outputs have 1D-indexed operands with a component mask and a // register index. - const uint32_t binding_operand_token = - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) | - D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_3D) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 1, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 2, D3D10_SB_OPERAND_INDEX_IMMEDIATE32); - const uint32_t input_operand_unmasked_token = - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_INPUT) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32); - const uint32_t output_operand_unmasked_token = - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE( - D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) | - ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION( - 0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32); // Don't allow refactoring when converting to native code to maintain position // invariance (needed even in pixel shaders for oDepth invariance). @@ -859,9 +805,8 @@ void DxbcShaderTranslator::WriteShaderCode() { cbuffer.dynamic_indexed ? D3D10_SB_CONSTANT_BUFFER_DYNAMIC_INDEXED : D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED)); - shader_object_.push_back( - binding_operand_token | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER)); + shader_object_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3)); shader_object_.push_back(cbuffer_index); shader_object_.push_back(uint32_t(cbuffer.register_index)); shader_object_.push_back(uint32_t(cbuffer.register_index) + @@ -876,9 +821,8 @@ void DxbcShaderTranslator::WriteShaderCode() { shader_object_.push_back( ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_DCL_RESOURCE_RAW) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6)); - shader_object_.push_back( - binding_operand_token | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_RESOURCE)); + shader_object_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 3)); shader_object_.push_back(0); shader_object_.push_back(0); shader_object_.push_back(0); @@ -890,8 +834,8 @@ void DxbcShaderTranslator::WriteShaderCode() { shader_object_.push_back( ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_SGV) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4)); - shader_object_.push_back(input_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_X); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0001, 1)); shader_object_.push_back(kVSInVertexIndexRegister); shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_VERTEX_ID)); ++stat_.dcl_count; @@ -900,8 +844,8 @@ void DxbcShaderTranslator::WriteShaderCode() { shader_object_.push_back( ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3)); - shader_object_.push_back(output_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1)); shader_object_.push_back(kVSOutInterpolatorRegister + i); ++stat_.dcl_count; } @@ -909,18 +853,16 @@ void DxbcShaderTranslator::WriteShaderCode() { shader_object_.push_back( ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3)); - shader_object_.push_back(output_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_X | - D3D10_SB_OPERAND_4_COMPONENT_MASK_Y | - D3D10_SB_OPERAND_4_COMPONENT_MASK_Z); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b0111, 1)); shader_object_.push_back(kVSOutPointParametersRegister); ++stat_.dcl_count; // Position output. shader_object_.push_back( ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT_SIV) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4)); - shader_object_.push_back(output_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1)); shader_object_.push_back(kVSOutPositionRegister); shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION)); ++stat_.dcl_count; @@ -934,8 +876,8 @@ void DxbcShaderTranslator::WriteShaderCode() { ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3) | ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE( D3D10_SB_INTERPOLATION_LINEAR)); - shader_object_.push_back(input_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b1111, 1)); shader_object_.push_back(kPSInInterpolatorRegister + i); ++stat_.dcl_count; } @@ -945,9 +887,8 @@ void DxbcShaderTranslator::WriteShaderCode() { ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3) | ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE( D3D10_SB_INTERPOLATION_LINEAR)); - shader_object_.push_back(input_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_X | - D3D10_SB_OPERAND_4_COMPONENT_MASK_Y); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1)); shader_object_.push_back(kPSInPointParametersRegister); ++stat_.dcl_count; // Position input (only XY needed). @@ -956,9 +897,8 @@ void DxbcShaderTranslator::WriteShaderCode() { ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4) | ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE( D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE)); - shader_object_.push_back(input_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_X | - D3D10_SB_OPERAND_4_COMPONENT_MASK_Y); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1)); shader_object_.push_back(kPSInPositionRegister); shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION)); ++stat_.dcl_count; @@ -967,8 +907,8 @@ void DxbcShaderTranslator::WriteShaderCode() { shader_object_.push_back( ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3)); - shader_object_.push_back(output_operand_unmasked_token | - D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL); + shader_object_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1)); shader_object_.push_back(i); ++stat_.dcl_count; } @@ -978,9 +918,7 @@ void DxbcShaderTranslator::WriteShaderCode() { ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2)); shader_object_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D)); + EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0)); ++stat_.dcl_count; } } @@ -1016,13 +954,9 @@ void DxbcShaderTranslator::WriteShaderCode() { shader_object_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4)); shader_object_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D)); + EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0)); shader_object_.push_back( - ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) | - ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_IMMEDIATE32) | - ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D)); + EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0)); shader_object_.push_back(0); ++stat_.instruction_count; ++stat_.mov_instruction_count; diff --git a/src/xenia/gpu/dxbc_shader_translator.h b/src/xenia/gpu/dxbc_shader_translator.h index 5918aed95..989afe0cf 100644 --- a/src/xenia/gpu/dxbc_shader_translator.h +++ b/src/xenia/gpu/dxbc_shader_translator.h @@ -131,18 +131,66 @@ class DxbcShaderTranslator : public ShaderTranslator { static constexpr uint32_t kPSInPositionRegister = kPSInPointParametersRegister + 1; + static constexpr uint32_t kSwizzleXYZW = 0b11100100; + static constexpr uint32_t kSwizzleXXXX = 0b00000000; + static constexpr uint32_t kSwizzleYYYY = 0b01010101; + static constexpr uint32_t kSwizzleZZZZ = 0b10101010; + static constexpr uint32_t kSwizzleWWWW = 0b11111111; + + // Operand encoding, with 32-bit immediate indices by default. None of the + // arguments must be shifted when calling. + static constexpr uint32_t EncodeScalarOperand( + uint32_t type, uint32_t index_dimension, + uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0, + uint32_t index_representation_2 = 0) { + // D3D10_SB_OPERAND_1_COMPONENT. + return 1 | (type << 12) | (index_dimension << 20) | + (index_representation_0 << 22) | (index_representation_1 << 25) | + (index_representation_0 << 28); + } + // For writing to vectors. Mask literal can be written as 0bWZYX. + static constexpr uint32_t EncodeVectorMaskedOperand( + uint32_t type, uint32_t mask, uint32_t index_dimension, + uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0, + uint32_t index_representation_2 = 0) { + // D3D10_SB_OPERAND_4_COMPONENT, D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE. + return 2 | (0 << 2) | (mask << 4) | (type << 12) | (index_dimension << 20) | + (index_representation_0 << 22) | (index_representation_1 << 25) | + (index_representation_2 << 28); + } + // For reading from vectors. Swizzle can be written as 0bWWZZYYXX. + static constexpr uint32_t EncodeVectorSwizzledOperand( + uint32_t type, uint32_t swizzle, uint32_t index_dimension, + uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0, + uint32_t index_representation_2 = 0) { + // D3D10_SB_OPERAND_4_COMPONENT, D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE. + return 2 | (1 << 2) | (swizzle << 4) | (type << 12) | + (index_dimension << 20) | (index_representation_0 << 22) | + (index_representation_1 << 25) | (index_representation_2 << 28); + } + // For reading from vectors. + static constexpr uint32_t EncodeVectorSelectOperand( + uint32_t type, uint32_t component, uint32_t index_dimension, + uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0, + uint32_t index_representation_2 = 0) { + // D3D10_SB_OPERAND_4_COMPONENT, D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE. + return 2 | (2 << 2) | (component << 4) | (type << 12) | + (index_dimension << 20) | (index_representation_0 << 22) | + (index_representation_1 << 25) | (index_representation_2 << 28); + } + // Allocates a new r# register for internal use and returns its index. uint32_t PushSystemTemp(); // Frees the last allocated internal r# registers for later reuse. void PopSystemTemp(uint32_t count = 1); // Writing the prologue. - void StartVertexShaderCode(); - void StartPixelShaderCode(); + void StartVertexShader(); + void StartPixelShader(); // Writing the epilogue. - void CompleteVertexShaderCode(); - void CompletePixelShaderCode(); + void CompleteVertexShader(); + void CompletePixelShader(); void CompleteShaderCode(); // Appends a string to a DWORD stream, returns the DWORD-aligned length.