[D3D12] DXBC: Allocate multiple registers with PushSystemTemp

This commit is contained in:
Triang3l 2018-12-21 22:54:26 +03:00
parent 72e9ac5c28
commit 0aeff797e5
3 changed files with 36 additions and 35 deletions

View File

@ -134,7 +134,7 @@ bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
return FLAGS_dxbc_switch && vendor_id_ != 0x8086; return FLAGS_dxbc_switch && vendor_id_ != 0x8086;
} }
uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) { uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero, uint32_t count) {
uint32_t register_index = system_temp_count_current_; uint32_t register_index = system_temp_count_current_;
if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) { if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
// Guest shader registers first if they're not in x0. Depth-only pixel // Guest shader registers first if they're not in x0. Depth-only pixel
@ -143,24 +143,26 @@ uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
// loaded. // loaded.
register_index += register_count(); register_index += register_count();
} }
++system_temp_count_current_; system_temp_count_current_ += count;
system_temp_count_max_ = system_temp_count_max_ =
std::max(system_temp_count_max_, system_temp_count_current_); std::max(system_temp_count_max_, system_temp_count_current_);
if (zero) { if (zero) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | for (uint32_t i = 0; i < count; ++i) {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8)); shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
shader_code_.push_back( ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); shader_code_.push_back(
shader_code_.push_back(register_index); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(register_index + i);
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0)); shader_code_.push_back(EncodeVectorSwizzledOperand(
shader_code_.push_back(0); D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0); shader_code_.push_back(0);
shader_code_.push_back(0); shader_code_.push_back(0);
shader_code_.push_back(0); shader_code_.push_back(0);
++stat_.instruction_count; shader_code_.push_back(0);
++stat_.mov_instruction_count; ++stat_.instruction_count;
++stat_.mov_instruction_count;
}
} }
return register_index; return register_index;
@ -948,11 +950,9 @@ void DxbcShaderTranslator::StartTranslation() {
system_temp_position_ = PushSystemTemp(true); system_temp_position_ = PushSystemTemp(true);
} else if (IsDxbcPixelShader()) { } else if (IsDxbcPixelShader()) {
if (!is_depth_only_pixel_shader_) { if (!is_depth_only_pixel_shader_) {
for (uint32_t i = 0; i < 4; ++i) { // In the ROV path, no need to initialize the colors because original
// In the ROV path, no need to initialize the colors because original // values will be kept for the unwritten components.
// values will be kept for the unwritten components. system_temps_color_ = PushSystemTemp(!edram_rov_used_, 4);
system_temp_color_[i] = PushSystemTemp(!edram_rov_used_);
}
} }
if (edram_rov_used_) { if (edram_rov_used_) {
if (!is_depth_only_pixel_shader_) { if (!is_depth_only_pixel_shader_) {
@ -1288,7 +1288,7 @@ void DxbcShaderTranslator::CompleteShaderCode() {
} }
} }
if (!is_depth_only_pixel_shader_) { if (!is_depth_only_pixel_shader_) {
// Release system_temp_color_. // Release system_temps_color_.
PopSystemTemp(4); PopSystemTemp(4);
} }
} }
@ -2196,8 +2196,8 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
saturate_bit); saturate_bit);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back( shader_code_.push_back(system_temps_color_ +
system_temp_color_[uint32_t(result.storage_index)]); uint32_t(result.storage_index));
break; break;
default: default:

View File

@ -799,8 +799,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
// Whether to use switch-case rather than if (pc >= label) for control flow. // Whether to use switch-case rather than if (pc >= label) for control flow.
bool UseSwitchForControlFlow() const; bool UseSwitchForControlFlow() const;
// Allocates a new r# register for internal use and returns its index. // Allocates new consecutive r# registers for internal use and returns the
uint32_t PushSystemTemp(bool zero = false); // index of the first.
uint32_t PushSystemTemp(bool zero = false, uint32_t count = 1);
// Frees the last allocated internal r# registers for later reuse. // Frees the last allocated internal r# registers for later reuse.
void PopSystemTemp(uint32_t count = 1); void PopSystemTemp(uint32_t count = 1);
@ -1144,9 +1145,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
// applied in the end of the shader). // applied in the end of the shader).
uint32_t system_temp_position_; uint32_t system_temp_position_;
// Color outputs in pixel shaders (because of exponent bias, alpha test and // 4 color outputs in pixel shaders (because of exponent bias, alpha test and
// remapping). // remapping, and also for ROV writing).
uint32_t system_temp_color_[4]; uint32_t system_temps_color_;
// Whether the color output has been written in the execution path (ROV only). // Whether the color output has been written in the execution path (ROV only).
uint32_t system_temp_color_written_; uint32_t system_temp_color_written_;
// Depth value (ROV only). The meaning depends on whether the shader writes to // Depth value (ROV only). The meaning depends on whether the shader writes to

View File

@ -899,7 +899,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs() {
shader_code_.push_back(gamma_temp); shader_code_.push_back(gamma_temp);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.dynamic_flow_control_count; ++stat_.dynamic_flow_control_count;
CompletePixelShader_GammaCorrect(system_temp_color_[i], true); CompletePixelShader_GammaCorrect(system_temps_color_ + i, true);
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count; ++stat_.instruction_count;
@ -948,7 +948,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs() {
shader_code_.push_back(remap_movc_mask_temp); shader_code_.push_back(remap_movc_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_color_[j]); shader_code_.push_back(system_temps_color_ + j);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(remap_movc_target_temp); shader_code_.push_back(remap_movc_target_temp);
@ -5139,7 +5139,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
shader_code_.push_back(src_color_temp); shader_code_.push_back(src_color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_color_[i]); shader_code_.push_back(system_temps_color_ + i);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.mov_instruction_count; ++stat_.mov_instruction_count;
@ -5488,7 +5488,7 @@ void DxbcShaderTranslator::CompletePixelShader() {
shader_code_.push_back(alpha_test_reg); shader_code_.push_back(alpha_test_reg);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1)); EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_color_[0]); shader_code_.push_back(system_temps_color_);
shader_code_.push_back(EncodeVectorSelectOperand( shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_AlphaTestRange_Comp, 3)); D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_AlphaTestRange_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_); shader_code_.push_back(cbuffer_index_system_constants_);
@ -5510,7 +5510,7 @@ void DxbcShaderTranslator::CompletePixelShader() {
shader_code_.push_back(kSysConst_AlphaTestRange_Vec); shader_code_.push_back(kSysConst_AlphaTestRange_Vec);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1)); EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_color_[0]); shader_code_.push_back(system_temps_color_);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.float_instruction_count; ++stat_.float_instruction_count;
// Check if both tests have passed and the alpha is in the range. // Check if both tests have passed and the alpha is in the range.
@ -5587,10 +5587,10 @@ void DxbcShaderTranslator::CompletePixelShader() {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_color_[i]); shader_code_.push_back(system_temps_color_ + i);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_color_[i]); shader_code_.push_back(system_temps_color_ + i);
shader_code_.push_back(EncodeVectorReplicatedOperand( shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3)); D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(cbuffer_index_system_constants_); shader_code_.push_back(cbuffer_index_system_constants_);