[D3D12] ROV: Round unorm/snorm to nearest rather than nearest even
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@ -729,22 +729,28 @@ void DxbcShaderTranslator::CompletePixelShader_DepthTo24Bit(
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Round to the nearest integer. This is the correct way of rounding, rounding
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// towards zero gives 0xFF instead of 0x100 in clear shaders in, for instance,
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// Halo 3.
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// Round to the nearest integer - add 0.5 before truncating. This is the
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// correct way of rounding for normalized formats, rounding towards zero gives
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// 0xFF instead of 0x100 in clear shaders in, for instance, Halo 3.
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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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(depths_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(depths_temp);
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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(0x3F000000);
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shader_code_.push_back(0x3F000000);
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shader_code_.push_back(0x3F000000);
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shader_code_.push_back(0x3F000000);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Convert to fixed-point.
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// Convert to unorm.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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@ -3646,19 +3652,61 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_PackColor(
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Convert to fixed-point, rounding to the nearest integer.
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// Convert to fixed-point, rounding to the nearest integer (using snorm
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// conversion rules because there are no true fixed-point formats with
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// separate bits for before and after the point - k_16_16 and k_16_16_16_16
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// are exponent-biased snorm formats).
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion
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uint32_t fixed_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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// Extract the signs.
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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(10));
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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(fixed_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(source_and_scratch_temp);
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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(0x80000000u);
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shader_code_.push_back(0x80000000u);
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shader_code_.push_back(0x80000000u);
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shader_code_.push_back(0x80000000u);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Make 0.5 or -0.5 depending on the signs of the values.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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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(fixed_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(fixed_temp);
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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(0x3F000000u);
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shader_code_.push_back(0x3F000000u);
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shader_code_.push_back(0x3F000000u);
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shader_code_.push_back(0x3F000000u);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Add 0.5 or -0.5.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
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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, 0b1111, 1));
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shader_code_.push_back(fixed_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(source_and_scratch_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(fixed_temp);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Truncate.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOI) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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@ -3669,6 +3717,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_PackColor(
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shader_code_.push_back(fixed_temp);
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++stat_.instruction_count;
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++stat_.conversion_instruction_count;
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// Replace the floating-point value with the fixed-point one if needed.
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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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