[D3D12] DXBC: Allocate multiple registers with PushSystemTemp
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@ -134,7 +134,7 @@ bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
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return FLAGS_dxbc_switch && vendor_id_ != 0x8086;
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}
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uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
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uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero, uint32_t count) {
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uint32_t register_index = system_temp_count_current_;
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if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
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// Guest shader registers first if they're not in x0. Depth-only pixel
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@ -143,24 +143,26 @@ uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
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// loaded.
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register_index += register_count();
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}
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++system_temp_count_current_;
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system_temp_count_current_ += count;
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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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if (zero) {
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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(8));
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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(register_index);
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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(0);
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shader_code_.push_back(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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for (uint32_t i = 0; i < count; ++i) {
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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(8));
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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(register_index + i);
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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(0);
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shader_code_.push_back(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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}
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}
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return register_index;
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@ -948,11 +950,9 @@ void DxbcShaderTranslator::StartTranslation() {
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system_temp_position_ = PushSystemTemp(true);
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} else if (IsDxbcPixelShader()) {
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if (!is_depth_only_pixel_shader_) {
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for (uint32_t i = 0; i < 4; ++i) {
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// In the ROV path, no need to initialize the colors because original
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// values will be kept for the unwritten components.
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system_temp_color_[i] = PushSystemTemp(!edram_rov_used_);
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}
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// In the ROV path, no need to initialize the colors because original
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// values will be kept for the unwritten components.
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system_temps_color_ = PushSystemTemp(!edram_rov_used_, 4);
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}
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if (edram_rov_used_) {
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if (!is_depth_only_pixel_shader_) {
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@ -1288,7 +1288,7 @@ void DxbcShaderTranslator::CompleteShaderCode() {
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}
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}
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if (!is_depth_only_pixel_shader_) {
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// Release system_temp_color_.
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// Release system_temps_color_.
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PopSystemTemp(4);
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}
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}
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@ -2196,8 +2196,8 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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saturate_bit);
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
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shader_code_.push_back(
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system_temp_color_[uint32_t(result.storage_index)]);
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shader_code_.push_back(system_temps_color_ +
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uint32_t(result.storage_index));
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break;
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default:
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@ -799,8 +799,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// Whether to use switch-case rather than if (pc >= label) for control flow.
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bool UseSwitchForControlFlow() const;
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// Allocates a new r# register for internal use and returns its index.
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uint32_t PushSystemTemp(bool zero = false);
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// Allocates new consecutive r# registers for internal use and returns the
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// index of the first.
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uint32_t PushSystemTemp(bool zero = false, uint32_t count = 1);
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// Frees the last allocated internal r# registers for later reuse.
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void PopSystemTemp(uint32_t count = 1);
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@ -1144,9 +1145,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// applied in the end of the shader).
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uint32_t system_temp_position_;
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// Color outputs in pixel shaders (because of exponent bias, alpha test and
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// remapping).
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uint32_t system_temp_color_[4];
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// 4 color outputs in pixel shaders (because of exponent bias, alpha test and
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// remapping, and also for ROV writing).
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uint32_t system_temps_color_;
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// Whether the color output has been written in the execution path (ROV only).
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uint32_t system_temp_color_written_;
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// Depth value (ROV only). The meaning depends on whether the shader writes to
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@ -899,7 +899,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs() {
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shader_code_.push_back(gamma_temp);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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CompletePixelShader_GammaCorrect(system_temp_color_[i], true);
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CompletePixelShader_GammaCorrect(system_temps_color_ + i, true);
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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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@ -948,7 +948,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs() {
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shader_code_.push_back(remap_movc_mask_temp);
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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(system_temp_color_[j]);
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shader_code_.push_back(system_temps_color_ + j);
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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(remap_movc_target_temp);
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@ -5139,7 +5139,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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shader_code_.push_back(src_color_temp);
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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(system_temp_color_[i]);
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shader_code_.push_back(system_temps_color_ + i);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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@ -5488,7 +5488,7 @@ void DxbcShaderTranslator::CompletePixelShader() {
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shader_code_.push_back(alpha_test_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(system_temp_color_[0]);
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shader_code_.push_back(system_temps_color_);
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shader_code_.push_back(EncodeVectorSelectOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_AlphaTestRange_Comp, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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@ -5510,7 +5510,7 @@ void DxbcShaderTranslator::CompletePixelShader() {
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shader_code_.push_back(kSysConst_AlphaTestRange_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_color_[0]);
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shader_code_.push_back(system_temps_color_);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Check if both tests have passed and the alpha is in the range.
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@ -5587,10 +5587,10 @@ void DxbcShaderTranslator::CompletePixelShader() {
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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(system_temp_color_[i]);
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shader_code_.push_back(system_temps_color_ + i);
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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(system_temp_color_[i]);
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shader_code_.push_back(system_temps_color_ + i);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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