diff --git a/src/xenia/gpu/dxbc_shader_translator.cc b/src/xenia/gpu/dxbc_shader_translator.cc index 1ff173aaa..e7f28c662 100644 --- a/src/xenia/gpu/dxbc_shader_translator.cc +++ b/src/xenia/gpu/dxbc_shader_translator.cc @@ -2429,12 +2429,38 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_ClampColor( ++stat_.float_instruction_count; } +void DxbcShaderTranslator::CompletePixelShader_WriteToROV_ApplyZeroBlendScale( + uint32_t scale_temp, uint32_t scale_swizzle, uint32_t factor_in_temp, + uint32_t factor_swizzle, uint32_t factor_out_temp, uint32_t write_mask) { + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1)); + shader_code_.push_back(factor_out_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, + scale_swizzle, 1)); + shader_code_.push_back(scale_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, + factor_swizzle, 1)); + shader_code_.push_back(factor_in_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + 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); + ++stat_.instruction_count; + ++stat_.movc_instruction_count; +} + void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( uint32_t rt_index, uint32_t src_color_and_output_temp, uint32_t dest_color_temp) { // Temporary register for scales of things that contribute to the blending, // usually -1.0, 0.0 or 1.0. uint32_t scale_temp = PushSystemTemp(); + // Temporary register for making 0 * Infinity result in 0 rather than NaN. + uint32_t mul_non_ieee_temp = PushSystemTemp(); uint32_t src_factor_and_result_temp = PushSystemTemp(); uint32_t dest_factor_and_minmax_temp = PushSystemTemp(); @@ -2449,13 +2475,17 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( kBlendX_DestAlpha_One_Shift, dest_factor_and_minmax_temp); // Source color for color factors, source alpha for alpha factors, plus ones. - // This will initialize src_factor_and_result temp and + // This will initialize src_factor_and_result_temp and // dest_factor_and_minmax_temp. CompletePixelShader_WriteToROV_ExtractBlendScales( rt_index, 0b00000000, true, kBlendX_Src_SrcColor_Shift, kBlendX_SrcAlpha_SrcAlpha_Shift, kBlendX_Dest_SrcColor_Shift, kBlendX_DestAlpha_SrcAlpha_Shift, scale_temp); for (uint32_t i = 0; i < 2; ++i) { + uint32_t swizzle = i ? 0b11101010 : 0b01000000; + CompletePixelShader_WriteToROV_ApplyZeroBlendScale( + scale_temp, swizzle, src_color_and_output_temp, kSwizzleXYZW, + mul_non_ieee_temp); shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); shader_code_.push_back( @@ -2464,8 +2494,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( : src_factor_and_result_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); - shader_code_.push_back(src_color_and_output_temp); - uint32_t swizzle = i ? 0b11101010 : 0b01000000; + shader_code_.push_back(mul_non_ieee_temp); shader_code_.push_back( EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1)); shader_code_.push_back(scale_temp); @@ -2484,6 +2513,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( kBlendX_SrcAlpha_DestAlpha_Shift, kBlendX_Dest_DestColor_Shift, kBlendX_DestAlpha_DestAlpha_Shift, scale_temp); for (uint32_t i = 0; i < 2; ++i) { + uint32_t swizzle = i ? 0b11101010 : 0b01000000; + CompletePixelShader_WriteToROV_ApplyZeroBlendScale( + scale_temp, swizzle, dest_color_temp, kSwizzleXYZW, mul_non_ieee_temp); shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); shader_code_.push_back( @@ -2492,9 +2524,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( : src_factor_and_result_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); - shader_code_.push_back(dest_color_temp); - shader_code_.push_back(EncodeVectorSwizzledOperand( - D3D10_SB_OPERAND_TYPE_TEMP, i ? 0b11101010 : 0b01000000, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back( + EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1)); shader_code_.push_back(scale_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); @@ -2509,6 +2541,12 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( rt_index, 0b00000000, true, kBlendX_Src_SrcAlpha_Shift, kBlendX_Dest_SrcAlpha_Shift, kBlendX_Src_DestAlpha_Shift, kBlendX_Dest_DestAlpha_Shift, scale_temp); + CompletePixelShader_WriteToROV_ApplyZeroBlendScale( + scale_temp, kSwizzleXYZW, src_color_and_output_temp, kSwizzleWWWW, + mul_non_ieee_temp, 0b0011); + CompletePixelShader_WriteToROV_ApplyZeroBlendScale( + scale_temp, kSwizzleXYZW, dest_color_temp, kSwizzleWWWW, + mul_non_ieee_temp, 0b1100); for (uint32_t i = 0; i < 4; ++i) { shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); @@ -2517,8 +2555,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( shader_code_.push_back(i & 1 ? dest_factor_and_minmax_temp : src_factor_and_result_temp); shader_code_.push_back( - EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1)); - shader_code_.push_back(i & 2 ? dest_color_temp : src_color_and_output_temp); + EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1)); + shader_code_.push_back(mul_non_ieee_temp); shader_code_.push_back( EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1)); shader_code_.push_back(scale_temp); @@ -2537,19 +2575,39 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( kBlendY_SrcAlpha_ConstantAlpha_Shift, kBlendY_Dest_ConstantColor_Shift, kBlendY_DestAlpha_ConstantAlpha_Shift, scale_temp); for (uint32_t i = 0; i < 2; ++i) { - shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | - ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11)); + uint32_t swizzle = i ? 0b11101010 : 0b01000000; + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14)); shader_code_.push_back( EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); - shader_code_.push_back(i ? dest_factor_and_minmax_temp - : src_factor_and_result_temp); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back( + EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1)); + shader_code_.push_back(scale_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3)); shader_code_.push_back(cbuffer_index_system_constants_); shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec); shader_code_.push_back(EncodeVectorSwizzledOperand( - D3D10_SB_OPERAND_TYPE_TEMP, i ? 0b11101010 : 0b01000000, 1)); + 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); + ++stat_.instruction_count; + ++stat_.movc_instruction_count; + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(i ? dest_factor_and_minmax_temp + : src_factor_and_result_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back( + EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1)); shader_code_.push_back(scale_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); @@ -2563,18 +2621,37 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( CompletePixelShader_WriteToROV_ExtractBlendScales( rt_index, 0b01010101, true, kBlendY_Src_ConstantAlpha_Shift, kBlendY_Dest_ConstantAlpha_Shift, 0, 0, scale_temp, 0b0011); + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back( + EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(scale_temp); + shader_code_.push_back(EncodeVectorReplicatedOperand( + D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3)); + shader_code_.push_back(cbuffer_index_system_constants_); + shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); + shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec); + shader_code_.push_back(EncodeVectorSwizzledOperand( + 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); + ++stat_.instruction_count; + ++stat_.movc_instruction_count; for (uint32_t i = 0; i < 2; ++i) { shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | - ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11)); + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9)); shader_code_.push_back( EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1)); shader_code_.push_back(i ? dest_factor_and_minmax_temp : src_factor_and_result_temp); - shader_code_.push_back(EncodeVectorReplicatedOperand( - D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3)); - shader_code_.push_back(cbuffer_index_system_constants_); - shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants)); - shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec); + shader_code_.push_back( + EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1)); + shader_code_.push_back(mul_non_ieee_temp); shader_code_.push_back( EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1)); shader_code_.push_back(scale_temp); @@ -2590,21 +2667,102 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( // Multiply the colors by the factors. for (uint32_t i = 0; i < 2; ++i) { + uint32_t factor_temp = + i ? dest_factor_and_minmax_temp : src_factor_and_result_temp; + uint32_t color_temp = i ? dest_color_temp : src_color_and_output_temp; + + // Check if the factor is zero to zero the result later. + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(factor_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + 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); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + + // Multiply. shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7)); shader_code_.push_back( EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); - shader_code_.push_back(i ? dest_factor_and_minmax_temp - : src_factor_and_result_temp); + shader_code_.push_back(factor_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); - shader_code_.push_back(i ? dest_color_temp : src_color_and_output_temp); + shader_code_.push_back(color_temp); shader_code_.push_back(EncodeVectorSwizzledOperand( D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); - shader_code_.push_back(i ? dest_factor_and_minmax_temp - : src_factor_and_result_temp); + shader_code_.push_back(factor_temp); ++stat_.instruction_count; ++stat_.float_instruction_count; + + // Zero the result if the factor was zero (and the color could be Infinity). + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(factor_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + 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(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(factor_temp); + ++stat_.instruction_count; + ++stat_.movc_instruction_count; + + // Check if the color is zero. + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(color_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + 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); + ++stat_.instruction_count; + ++stat_.float_instruction_count; + + // Zero the result if the color was zero (and the factor could be Infinity). + shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) | + ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12)); + shader_code_.push_back( + EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); + shader_code_.push_back(factor_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(mul_non_ieee_temp); + shader_code_.push_back(EncodeVectorSwizzledOperand( + 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(EncodeVectorSwizzledOperand( + D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); + shader_code_.push_back(factor_temp); + ++stat_.instruction_count; + ++stat_.movc_instruction_count; } // Clamp the factors. @@ -2622,7 +2780,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( kBlendY_SrcAlpha_OpSign_Shift, kBlendY_Dest_OpSign_Shift, kBlendY_DestAlpha_OpSign_Shift, scale_temp); - // 1) Apply the source signs. + // 1) Apply the source signs (zero is not used, so no need to check). shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) | ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7)); shader_code_.push_back( @@ -2721,9 +2879,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend( ++stat_.movc_instruction_count; } - // Release scale_temp, src_factor_and_result_temp and + // Release scale_temp, mul_non_ieee_temp, src_factor_and_result_temp and // dest_factor_and_minmax_temp. - PopSystemTemp(3); + PopSystemTemp(4); // Clamp the resulting color. CompletePixelShader_WriteToROV_ClampColor(rt_index, diff --git a/src/xenia/gpu/dxbc_shader_translator.h b/src/xenia/gpu/dxbc_shader_translator.h index ca85278db..5aa0ad632 100644 --- a/src/xenia/gpu/dxbc_shader_translator.h +++ b/src/xenia/gpu/dxbc_shader_translator.h @@ -753,9 +753,6 @@ class DxbcShaderTranslator : public ShaderTranslator { // Will also remove NaN since min and max return the non-NaN value. void CompletePixelShader_WriteToROV_ClampColor(uint32_t rt_index, uint32_t color_temp); - void CompletePixelShader_WriteToROV_Blend(uint32_t rt_index, - uint32_t src_color_and_output_temp, - uint32_t dest_color_temp); // Extracts 0.0 or plus/minus 1.0 from a blend constant. For example, it can // be used to extract one scale for color and alpha into XY, and another scale // for color and alpha into ZW. constant_swizzle is a bit mask indicating @@ -767,6 +764,13 @@ class DxbcShaderTranslator : public ShaderTranslator { uint32_t rt_index, uint32_t constant_swizzle, bool is_signed, uint32_t shift_x, uint32_t shift_y, uint32_t shift_z, uint32_t shift_w, uint32_t target_temp, uint32_t write_mask = 0b1111); + void CompletePixelShader_WriteToROV_ApplyZeroBlendScale( + uint32_t scale_temp, uint32_t scale_swizzle, uint32_t factor_in_temp, + uint32_t factor_swizzle, uint32_t factor_out_temp, + uint32_t write_mask = 0b1111); + void CompletePixelShader_WriteToROV_Blend(uint32_t rt_index, + uint32_t src_color_and_output_temp, + uint32_t dest_color_temp); // Assumes the incoming color is already clamped to the range representable by // the RT format. void CompletePixelShader_WriteToROV_StoreColor(