[D3D12] DXBC vertex W format
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@ -1347,15 +1347,15 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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// = false: multiply the Z coordinate by 1/W0.
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// VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to
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// get 1/W0.
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float vtx_xy_fmt = (pa_cl_vte_cntl & (1 << 8)) ? 1.0f : 0.0f;
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float vtx_z_fmt = (pa_cl_vte_cntl & (1 << 9)) ? 1.0f : 0.0f;
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float vtx_w0_fmt = (pa_cl_vte_cntl & (1 << 10)) ? 1.0f : 0.0f;
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dirty |= system_constants_.mul_rcp_w[0] != vtx_xy_fmt;
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dirty |= system_constants_.mul_rcp_w[1] != vtx_z_fmt;
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dirty |= system_constants_.mul_rcp_w[2] != vtx_w0_fmt;
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system_constants_.mul_rcp_w[0] = vtx_xy_fmt;
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system_constants_.mul_rcp_w[1] = vtx_z_fmt;
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system_constants_.mul_rcp_w[2] = vtx_w0_fmt;
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uint32_t vtx_xy_fmt = (pa_cl_vte_cntl >> 8) & 1;
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uint32_t vtx_z_fmt = (pa_cl_vte_cntl >> 9) & 1;
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uint32_t vtx_w0_fmt = (pa_cl_vte_cntl >> 10) & 1;
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dirty |= system_constants_.vertex_w_format[0] != vtx_xy_fmt;
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dirty |= system_constants_.vertex_w_format[1] != vtx_z_fmt;
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dirty |= system_constants_.vertex_w_format[2] != vtx_w0_fmt;
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system_constants_.vertex_w_format[0] = vtx_xy_fmt;
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system_constants_.vertex_w_format[1] = vtx_z_fmt;
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system_constants_.vertex_w_format[2] = vtx_w0_fmt;
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// Conversion to Direct3D 12 normalized device coordinates.
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// See viewport configuration in UpdateFixedFunctionState for explanations.
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@ -3,7 +3,7 @@
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cbuffer xe_system_cbuffer : register(b0) {
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// vec4 0
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float3 xe_mul_rcp_w;
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uint3 xe_vertex_w_format;
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uint xe_vertex_base_index;
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// vec4 1
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float3 xe_ndc_scale;
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@ -517,7 +517,85 @@ void DxbcShaderTranslator::StartTranslation() {
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}
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void DxbcShaderTranslator::CompleteVertexShader() {
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// TODO(Triang3l): vtx_fmt.
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// Revert getting the reciprocal of W and dividing XY by W if needed.
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// TODO(Triang3l): Check if having XY or Z pre-divided by W should enable
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// affine interpolation.
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rdef_constants_used_ |= 1ull
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<< uint32_t(RdefConstantIndex::kSysVertexWFormat);
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uint32_t w_format_temp = PushSystemTemp();
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// If the shader has returned 1/W, restore W. First take the reciprocal, which
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// may be either W (what we need) or 1/W, depending on the vertex W format.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_RCP) |
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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, 0b0001, 1));
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shader_code_.push_back(w_format_temp);
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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(system_temp_position_);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Then, if the shader returns 1/W (vtx_w0_fmt is 0), write 1/(1/W) to the
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// position.
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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(11));
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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_position_);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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kSysConst_VertexWFormat_Comp + 2, 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_VertexWFormat_Vec);
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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(system_temp_position_);
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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(w_format_temp);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Multiply XYZ by W in case the shader returns XYZ/W and we'll need to
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// restore XYZ.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
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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, 0b0111, 1));
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shader_code_.push_back(w_format_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_position_);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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shader_code_.push_back(system_temp_position_);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// If vtx_xy_fmt and/or vtx_z_fmt are 1, XY and/or Z are pre-divided by W.
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// Restore them in this case.
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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(11));
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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_position_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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kSysConst_VertexWFormat_Comp | (kSysConst_VertexWFormat_Comp << 2) |
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((kSysConst_VertexWFormat_Comp + 1) << 4),
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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_VertexWFormat_Vec);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(w_format_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_position_);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Release w_format_temp.
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PopSystemTemp();
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// Apply scale for drawing without a viewport.
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rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCScale);
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@ -5976,6 +6054,7 @@ const DxbcShaderTranslator::RdefType DxbcShaderTranslator::rdef_types_[size_t(
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{"float4", 1, 3, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
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{"int", 0, 2, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
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{"uint", 0, 19, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
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{"uint3", 1, 19, 1, 3, 0, 0, RdefTypeIndex::kUnknown, nullptr},
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{"uint4", 1, 19, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
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{nullptr, 1, 19, 1, 4, 8, 0, RdefTypeIndex::kUint4, nullptr},
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{nullptr, 1, 19, 1, 4, 32, 0, RdefTypeIndex::kUint4, nullptr},
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@ -5991,7 +6070,7 @@ const DxbcShaderTranslator::RdefConstant
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DxbcShaderTranslator::RdefConstantIndex::kCount)] = {
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// SYSTEM CONSTANTS MUST BE UPDATED IF THEIR LAYOUT CHANGES!
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// System constants vec4 0.
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{"xe_mul_rcp_w", RdefTypeIndex::kFloat3, 0, 12},
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{"xe_vertex_w_format", RdefTypeIndex::kUint3, 0, 12},
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{"xe_vertex_base_index", RdefTypeIndex::kUint, 12, 4},
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// System constants vec4 1.
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{"xe_ndc_scale", RdefTypeIndex::kFloat3, 16, 12},
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@ -33,7 +33,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// - d3d12/shaders/xenos_draw.hlsli (for geometry shaders).
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struct SystemConstants {
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// vec4 0
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float mul_rcp_w[3];
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uint32_t vertex_w_format[3];
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uint32_t vertex_base_index;
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// vec4 1
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@ -139,8 +139,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
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};
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enum : uint32_t {
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kSysConst_MulRcpW_Vec = 0,
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kSysConst_MulRcpW_Comp = 0,
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kSysConst_VertexWFormat_Vec = 0,
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kSysConst_VertexWFormat_Comp = 0,
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kSysConst_VertexBaseIndex_Vec = 0,
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kSysConst_VertexBaseIndex_Comp = 3,
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@ -397,6 +397,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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kFloat4,
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kInt,
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kUint,
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kUint3,
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kUint4,
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// Bool constants.
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kUint4Array8,
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@ -438,7 +439,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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enum class RdefConstantIndex {
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kSystemConstantFirst,
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kSysMulRcpW = kSystemConstantFirst,
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kSysVertexWFormat = kSystemConstantFirst,
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kSysVertexBaseIndex,
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kSysNDCScale,
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kSysVertexIndexEndian,
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