[D3D12] ROV: Non-IEEE multiplication in blending

This commit is contained in:
Triang3l 2018-10-20 17:58:02 +03:00
parent 1d97fe7d53
commit 24ebe6b1a7
2 changed files with 192 additions and 30 deletions

View File

@ -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,

View File

@ -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(