[D3D12] DXBC: Add base vertex index
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@ -99,7 +99,7 @@ void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
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system_temp_count_current_ -= std::min(count, system_temp_count_current_);
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system_temp_count_current_ -= std::min(count, system_temp_count_current_);
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}
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}
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void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
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void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
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// Vertex index is in an input bound to SV_VertexID, byte swapped according to
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// Vertex index is in an input bound to SV_VertexID, byte swapped according to
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// xe_vertex_index_endian system constant and written to GPR 0 (which is
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// xe_vertex_index_endian system constant and written to GPR 0 (which is
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// always present because register_count includes +1).
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// always present because register_count includes +1).
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@ -208,12 +208,8 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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rdef_constants_used_ |= 1ull
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rdef_constants_used_ |= 1ull
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<< uint32_t(RdefConstantIndex::kSysVertexIndexEndian);
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<< uint32_t(RdefConstantIndex::kSysVertexIndexEndian);
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shader_code_.push_back(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_VertexIndexEndian_Comp,
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kSysConst_VertexIndexEndian_Comp |
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(kSysConst_VertexIndexEndian_Comp << 2) |
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(kSysConst_VertexIndexEndian_Comp << 4) |
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(kSysConst_VertexIndexEndian_Comp << 6),
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3));
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3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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@ -300,26 +296,46 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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++stat_.uint_instruction_count;
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// Apply the 16-in-32 swap if needed and replicate the swapped value in the
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// Apply the 16-in-32 swap if needed.
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// movc reg.x, reg.w, reg.y, reg.x
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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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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(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(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(reg);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Add the base vertex index and replicate the swapped value in the
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// destination register (what should be in YZW is unknown, but just to make it
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// destination register (what should be in YZW is unknown, but just to make it
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// a bit cleaner).
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// a bit cleaner).
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// movc reg, reg.wwww, reg.yyyy, reg.xxxx
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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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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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleWWWW, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleYYYY, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(reg);
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rdef_constants_used_ |= 1ull
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<< uint32_t(RdefConstantIndex::kSysVertexBaseIndex);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_VertexBaseIndex_Comp,
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3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_VertexBaseIndex_Vec);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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++stat_.int_instruction_count;
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if (uses_register_dynamic_addressing()) {
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if (uses_register_dynamic_addressing()) {
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// Store to indexed GPR 0 in x0[0].
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// Store to indexed GPR 0 in x0[0].
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@ -376,7 +392,7 @@ void DxbcShaderTranslator::StartVertexShader() {
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++stat_.mov_instruction_count;
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++stat_.mov_instruction_count;
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// Byte swap and write the vertex index to GPR 0.
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// Byte swap and write the vertex index to GPR 0.
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StartVertexShader_SwapVertexIndex();
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StartVertexShader_LoadVertexIndex();
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}
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}
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void DxbcShaderTranslator::StartPixelShader() {
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void DxbcShaderTranslator::StartPixelShader() {
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@ -498,9 +514,8 @@ void DxbcShaderTranslator::CompletePixelShader() {
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
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i | (i << 2) | (i << 4) | (i << 6), 3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_ColorExpBias_Vec);
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shader_code_.push_back(kSysConst_ColorExpBias_Vec);
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@ -852,12 +867,8 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
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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(0);
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shader_code_.push_back(0);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP,
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D3D10_SB_OPERAND_TYPE_TEMP, constant_address_component, 1));
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constant_address_component | (constant_address_component << 2) |
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(constant_address_component << 4) |
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(constant_address_component << 6),
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1));
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shader_code_.push_back(constant_address_register);
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shader_code_.push_back(constant_address_register);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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++stat_.uint_instruction_count;
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@ -985,12 +996,8 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
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shader_code_.push_back(5);
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shader_code_.push_back(5);
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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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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP,
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D3D10_SB_OPERAND_TYPE_TEMP, constant_address_component, 1));
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constant_address_component | (constant_address_component << 2) |
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(constant_address_component << 4) |
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(constant_address_component << 6),
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1));
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shader_code_.push_back(constant_address_register);
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shader_code_.push_back(constant_address_register);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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++stat_.uint_instruction_count;
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@ -1620,12 +1627,8 @@ void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index,
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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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rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kFetchConstants);
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rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kFetchConstants);
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uint32_t vfetch_component = (vfetch_index & 1) * 2 + 1;
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, (vfetch_index & 1) * 2 + 1, 3));
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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vfetch_component | (vfetch_component << 2) |
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(vfetch_component << 4) | (vfetch_component << 6),
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3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kFetchConstants));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kFetchConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kFetchConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kFetchConstants));
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shader_code_.push_back(vfetch_index >> 1);
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shader_code_.push_back(vfetch_index >> 1);
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@ -173,7 +173,18 @@ class DxbcShaderTranslator : public ShaderTranslator {
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(index_dimension << 20) | (index_representation_0 << 22) |
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(index_dimension << 20) | (index_representation_0 << 22) |
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(index_representation_1 << 25) | (index_representation_2 << 28);
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(index_representation_1 << 25) | (index_representation_2 << 28);
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}
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}
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// For reading from vectors.
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// For reading a single component of a vector as a 4-component vector.
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static constexpr uint32_t EncodeVectorReplicatedOperand(
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uint32_t type, uint32_t component, uint32_t index_dimension,
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uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0,
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uint32_t index_representation_2 = 0) {
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// D3D10_SB_OPERAND_4_COMPONENT, D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE.
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return 2 | (1 << 2) | (component << 4) | (component << 6) |
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(component << 8) | (component << 10) | (type << 12) |
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(index_dimension << 20) | (index_representation_0 << 22) |
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(index_representation_1 << 25) | (index_representation_2 << 28);
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}
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// For reading scalars from vectors.
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static constexpr uint32_t EncodeVectorSelectOperand(
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static constexpr uint32_t EncodeVectorSelectOperand(
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uint32_t type, uint32_t component, uint32_t index_dimension,
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uint32_t type, uint32_t component, uint32_t index_dimension,
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uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0,
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uint32_t index_representation_0 = 0, uint32_t index_representation_1 = 0,
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@ -196,7 +207,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
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}
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}
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// Writing the prologue.
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// Writing the prologue.
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void StartVertexShader_SwapVertexIndex();
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void StartVertexShader_LoadVertexIndex();
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void StartVertexShader();
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void StartVertexShader();
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void StartPixelShader();
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void StartPixelShader();
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