[D3D12] DXBC control flow
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d5d3f336f5
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06fabd16ad
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@ -1809,6 +1809,22 @@ void DxbcShaderTranslator::SetExecBoolConstant(uint32_t index, bool condition) {
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}
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}
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void DxbcShaderTranslator::JumpToLabel(uint32_t address) {
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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(5));
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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(system_temp_ps_pc_p0_a0_);
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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(address);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CONTINUE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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}
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void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index,
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uint32_t write_mask) {
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// Allocate temporary registers for intermediate values.
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@ -2244,24 +2260,223 @@ void DxbcShaderTranslator::ProcessLoopStartInstruction(
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shader_code_.push_back(system_temp_loop_count_);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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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(5));
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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(system_temp_ps_pc_p0_a0_);
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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(instr.loop_skip_address);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CONTINUE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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JumpToLabel(instr.loop_skip_address);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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}
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void DxbcShaderTranslator::ProcessLoopEndInstruction(
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const ParsedLoopEndInstruction& instr) {
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// endloop il<idx>, L<idx> - end loop w/ data il<idx>, head @ L<idx>
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// Subtract 1 from the loop counter.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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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, 0b0001, 1));
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shader_code_.push_back(system_temp_loop_count_);
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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(system_temp_loop_count_);
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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(uint32_t(-1));
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Break case.
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if (instr.is_predicated_break) {
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// if (loop_count.x == 0 || [!]p0)
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uint32_t break_case_temp = PushSystemTemp();
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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(break_case_temp);
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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(system_temp_ps_pc_p0_a0_);
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if (instr.predicate_condition) {
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// If p0 is non-zero, set the test value to 0 (since if_z is used,
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// otherwise check if the loop counter is zero).
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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(0);
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}
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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(system_temp_loop_count_);
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if (!instr.predicate_condition) {
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// If p0 is zero, set the test value to 0 (since if_z is used, otherwise
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// check if the loop counter is zero).
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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(0);
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}
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_ZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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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(break_case_temp);
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PopSystemTemp();
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} else {
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// if (loop_count.x == 0)
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_ZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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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(system_temp_loop_count_);
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}
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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// Pop the current loop off the stack, move YZW to XYZ and set W to 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(5));
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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(system_temp_loop_count_);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b11111001, 1));
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shader_code_.push_back(system_temp_loop_count_);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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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(5));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
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shader_code_.push_back(system_temp_loop_count_);
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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(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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// Now going to fall through to the next exec (no need to jump).
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// Continue case.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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uint32_t aL_add_temp = PushSystemTemp();
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// Extract the value to add to aL (in bits 16:23 of the loop constant).
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rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kLoopConstants);
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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(11));
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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(aL_add_temp);
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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(16);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 0, 3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kBoolLoopConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kBoolLoopConstants));
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// 8 because of bool constants.
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shader_code_.push_back(8 + instr.loop_constant_index);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Add the needed value to aL.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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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, 0b0001, 1));
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shader_code_.push_back(system_temp_aL_);
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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(system_temp_loop_count_);
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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(aL_add_temp);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Release aL_add_temp.
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PopSystemTemp();
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// Jump back to the beginning of the loop body.
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JumpToLabel(instr.loop_body_address);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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}
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void DxbcShaderTranslator::ProcessJumpInstruction(
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const ParsedJumpInstruction& instr) {
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D3D10_SB_INSTRUCTION_TEST_BOOLEAN test =
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instr.condition ? D3D10_SB_INSTRUCTION_TEST_NONZERO
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: D3D10_SB_INSTRUCTION_TEST_ZERO;
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if (instr.type == ParsedJumpInstruction::Type::kConditional) {
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uint32_t bool_constant_test_register = PushSystemTemp();
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// Check the bool constant's value.
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rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kBoolConstants);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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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(bool_constant_test_register);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 0, 3));
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shader_code_.push_back(
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uint32_t(RdefConstantBufferIndex::kBoolLoopConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kBoolLoopConstants));
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shader_code_.push_back(instr.bool_constant_index >> 5);
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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(1u << (instr.bool_constant_index & 31));
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Open the `if`.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(test));
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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(bool_constant_test_register);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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// Release bool_constant_test_register.
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PopSystemTemp();
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} else if (instr.type == ParsedJumpInstruction::Type::kPredicated) {
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// Called outside of exec - need to check the predicate explicitly.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(test));
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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(system_temp_ps_pc_p0_a0_);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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}
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JumpToLabel(instr.target_address);
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if (instr.type == ParsedJumpInstruction::Type::kConditional ||
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instr.type == ParsedJumpInstruction::Type::kPredicated) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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}
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}
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void DxbcShaderTranslator::ProcessVertexFetchInstruction(
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const ParsedVertexFetchInstruction& instr) {
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if (instr.operand_count < 2 ||
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@ -99,6 +99,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
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void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
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void ProcessLoopStartInstruction(
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const ParsedLoopStartInstruction& instr) override;
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void ProcessLoopEndInstruction(
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const ParsedLoopEndInstruction& instr) override;
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void ProcessJumpInstruction(const ParsedJumpInstruction& instr) override;
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void ProcessVertexFetchInstruction(
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const ParsedVertexFetchInstruction& instr) override;
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@ -330,6 +333,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// Opens or closes the `if` checking the value of a bool constant - call with
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// kCfExecBoolConstantNone to force close.
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void SetExecBoolConstant(uint32_t index, bool condition);
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void JumpToLabel(uint32_t address);
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// Emits copde for endian swapping of the data located in pv.
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void SwapVertexData(uint32_t vfetch_index, uint32_t write_mask);
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