[D3D12] ROV: Non-IEEE multiplication in blending
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1d97fe7d53
commit
24ebe6b1a7
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@ -2429,12 +2429,38 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_ClampColor(
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++stat_.float_instruction_count;
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}
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void DxbcShaderTranslator::CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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uint32_t scale_temp, uint32_t scale_swizzle, uint32_t factor_in_temp,
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uint32_t factor_swizzle, uint32_t factor_out_temp, uint32_t write_mask) {
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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(12));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, write_mask, 1));
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shader_code_.push_back(factor_out_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP,
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scale_swizzle, 1));
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shader_code_.push_back(scale_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP,
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factor_swizzle, 1));
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shader_code_.push_back(factor_in_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(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_.movc_instruction_count;
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}
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void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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uint32_t rt_index, uint32_t src_color_and_output_temp,
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uint32_t dest_color_temp) {
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// Temporary register for scales of things that contribute to the blending,
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// usually -1.0, 0.0 or 1.0.
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uint32_t scale_temp = PushSystemTemp();
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// Temporary register for making 0 * Infinity result in 0 rather than NaN.
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uint32_t mul_non_ieee_temp = PushSystemTemp();
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uint32_t src_factor_and_result_temp = PushSystemTemp();
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uint32_t dest_factor_and_minmax_temp = PushSystemTemp();
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@ -2449,13 +2475,17 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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kBlendX_DestAlpha_One_Shift, dest_factor_and_minmax_temp);
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// Source color for color factors, source alpha for alpha factors, plus ones.
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// This will initialize src_factor_and_result temp and
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// This will initialize src_factor_and_result_temp and
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// dest_factor_and_minmax_temp.
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CompletePixelShader_WriteToROV_ExtractBlendScales(
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rt_index, 0b00000000, true, kBlendX_Src_SrcColor_Shift,
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kBlendX_SrcAlpha_SrcAlpha_Shift, kBlendX_Dest_SrcColor_Shift,
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kBlendX_DestAlpha_SrcAlpha_Shift, scale_temp);
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for (uint32_t i = 0; i < 2; ++i) {
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uint32_t swizzle = i ? 0b11101010 : 0b01000000;
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, swizzle, src_color_and_output_temp, kSwizzleXYZW,
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mul_non_ieee_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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@ -2464,8 +2494,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_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(src_color_and_output_temp);
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uint32_t swizzle = i ? 0b11101010 : 0b01000000;
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shader_code_.push_back(mul_non_ieee_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_temp);
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@ -2484,6 +2513,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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kBlendX_SrcAlpha_DestAlpha_Shift, kBlendX_Dest_DestColor_Shift,
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kBlendX_DestAlpha_DestAlpha_Shift, scale_temp);
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for (uint32_t i = 0; i < 2; ++i) {
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uint32_t swizzle = i ? 0b11101010 : 0b01000000;
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, swizzle, dest_color_temp, kSwizzleXYZW, mul_non_ieee_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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@ -2492,9 +2524,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_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(dest_color_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, i ? 0b11101010 : 0b01000000, 1));
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shader_code_.push_back(mul_non_ieee_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_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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@ -2509,6 +2541,12 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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rt_index, 0b00000000, true, kBlendX_Src_SrcAlpha_Shift,
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kBlendX_Dest_SrcAlpha_Shift, kBlendX_Src_DestAlpha_Shift,
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kBlendX_Dest_DestAlpha_Shift, scale_temp);
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, kSwizzleXYZW, src_color_and_output_temp, kSwizzleWWWW,
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mul_non_ieee_temp, 0b0011);
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, kSwizzleXYZW, dest_color_temp, kSwizzleWWWW,
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mul_non_ieee_temp, 0b1100);
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for (uint32_t i = 0; i < 4; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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@ -2517,8 +2555,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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shader_code_.push_back(i & 1 ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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shader_code_.push_back(i & 2 ? dest_color_temp : src_color_and_output_temp);
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(mul_non_ieee_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(scale_temp);
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@ -2537,19 +2575,39 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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kBlendY_SrcAlpha_ConstantAlpha_Shift, kBlendY_Dest_ConstantColor_Shift,
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kBlendY_DestAlpha_ConstantAlpha_Shift, scale_temp);
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for (uint32_t i = 0; i < 2; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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uint32_t swizzle = i ? 0b11101010 : 0b01000000;
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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(14));
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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(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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shader_code_.push_back(mul_non_ieee_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, i ? 0b11101010 : 0b01000000, 1));
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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_.movc_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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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(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_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(mul_non_ieee_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_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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@ -2563,18 +2621,37 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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CompletePixelShader_WriteToROV_ExtractBlendScales(
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rt_index, 0b01010101, true, kBlendY_Src_ConstantAlpha_Shift,
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kBlendY_Dest_ConstantAlpha_Shift, 0, 0, scale_temp, 0b0011);
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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(14));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
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shader_code_.push_back(mul_non_ieee_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(scale_temp);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
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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_.movc_instruction_count;
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for (uint32_t i = 0; i < 2; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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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, 0b0111, 1));
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shader_code_.push_back(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(mul_non_ieee_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(scale_temp);
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@ -2590,21 +2667,102 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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// Multiply the colors by the factors.
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for (uint32_t i = 0; i < 2; ++i) {
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uint32_t factor_temp =
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i ? dest_factor_and_minmax_temp : src_factor_and_result_temp;
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uint32_t color_temp = i ? dest_color_temp : src_color_and_output_temp;
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// Check if the factor is zero to zero the result later.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
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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(mul_non_ieee_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(factor_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(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_.float_instruction_count;
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// Multiply.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
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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(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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shader_code_.push_back(factor_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(i ? dest_color_temp : src_color_and_output_temp);
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shader_code_.push_back(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(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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shader_code_.push_back(factor_temp);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Zero the result if the factor was zero (and the color could be Infinity).
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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(12));
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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(factor_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(mul_non_ieee_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(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(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(factor_temp);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Check if the color is zero.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
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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(mul_non_ieee_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(color_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(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_.float_instruction_count;
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// Zero the result if the color was zero (and the factor could be Infinity).
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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(12));
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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(factor_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(mul_non_ieee_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(0);
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||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(0);
|
||||
shader_code_.push_back(0);
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||||
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,
|
||||
|
|
|
@ -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(
|
||||
|
|
Loading…
Reference in New Issue