[D3D12] DXBC: Remove ugly useless indexable temp fallback

This commit is contained in:
Triang3l 2018-12-16 13:03:03 +03:00
parent 03f440582d
commit 2de0e26606
2 changed files with 26 additions and 141 deletions

View File

@ -23,11 +23,6 @@
#include "xenia/base/math.h" #include "xenia/base/math.h"
#include "xenia/base/string.h" #include "xenia/base/string.h"
DEFINE_bool(dxbc_indexable_temps, true,
"Use indexable temporary registers in translated DXBC shaders for "
"relative addressing of general-purpose registers - shaders rarely "
"do that, but when they do, this may improve performance on AMD, "
"but may cause unknown issues on Nvidia.");
DEFINE_bool(dxbc_switch, true, DEFINE_bool(dxbc_switch, true,
"Use switch rather than if for flow control. Turning this off or " "Use switch rather than if for flow control. Turning this off or "
"on may improve stability, though this heavily depends on the " "on may improve stability, though this heavily depends on the "
@ -529,7 +524,7 @@ bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) { uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
uint32_t register_index = system_temp_count_current_; uint32_t register_index = system_temp_count_current_;
if (!IndexableGPRsUsed() && !is_depth_only_pixel_shader_) { if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
// Guest shader registers first if they're not in x0. Depth-only pixel // Guest shader registers first if they're not in x0. Depth-only pixel
// shader is a special case of the DXBC translator usage, where there are no // shader is a special case of the DXBC translator usage, where there are no
// GPRs because there's no shader to translate, and a guest shader is not // GPRs because there's no shader to translate, and a guest shader is not
@ -564,10 +559,6 @@ void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
system_temp_count_current_ -= std::min(count, system_temp_count_current_); system_temp_count_current_ -= std::min(count, system_temp_count_current_);
} }
bool DxbcShaderTranslator::IndexableGPRsUsed() const {
return FLAGS_dxbc_indexable_temps && uses_register_dynamic_addressing();
}
void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() { void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
// Vertex index is in an input bound to SV_VertexID, byte swapped according to // Vertex index is in an input bound to SV_VertexID, byte swapped according to
// xe_vertex_index_endian system constant and written to GPR 0 (which is // xe_vertex_index_endian system constant and written to GPR 0 (which is
@ -583,7 +574,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
// Write to GPR 0 - either directly if not using indexable registers, or via a // Write to GPR 0 - either directly if not using indexable registers, or via a
// system temporary register. // system temporary register.
uint32_t reg; uint32_t reg;
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
reg = PushSystemTemp(); reg = PushSystemTemp();
} else { } else {
reg = 0; reg = 0;
@ -816,7 +807,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.conversion_instruction_count; ++stat_.conversion_instruction_count;
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
// Store to indexed GPR 0 in x0[0]. // Store to indexed GPR 0 in x0[0].
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
@ -874,7 +865,8 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
// Write the vertex index to GPR 0. // Write the vertex index to GPR 0.
StartVertexShader_LoadVertexIndex(); StartVertexShader_LoadVertexIndex();
} else if (IsDxbcDomainShader()) { } else if (IsDxbcDomainShader()) {
uint32_t temp_register_operand_length = IndexableGPRsUsed() ? 3 : 2; uint32_t temp_register_operand_length =
uses_register_dynamic_addressing() ? 3 : 2;
// Copy the domain location to r0.yz (for quad patches) or r0.xyz (for // Copy the domain location to r0.yz (for quad patches) or r0.xyz (for
// triangle patches), and also set the domain in STAT. // triangle patches), and also set the domain in STAT.
@ -898,7 +890,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
2 + temp_register_operand_length)); 2 + temp_register_operand_length));
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
shader_code_.push_back(EncodeVectorMaskedOperand( shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, domain_location_mask, 2)); D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, domain_location_mask, 2));
shader_code_.push_back(0); shader_code_.push_back(0);
@ -910,7 +902,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT, domain_location_swizzle, 0)); D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT, domain_location_swizzle, 0));
++stat_.instruction_count; ++stat_.instruction_count;
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
++stat_.array_instruction_count; ++stat_.array_instruction_count;
} else { } else {
++stat_.mov_instruction_count; ++stat_.mov_instruction_count;
@ -929,8 +921,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0; vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0;
if (register_count() > primitive_id_gpr_index) { if (register_count() > primitive_id_gpr_index) {
uint32_t primitive_id_temp = uint32_t primitive_id_temp = uses_register_dynamic_addressing()
IndexableGPRsUsed() ? PushSystemTemp() : primitive_id_gpr_index; ? PushSystemTemp()
: primitive_id_gpr_index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_code_.push_back( shader_code_.push_back(
@ -940,7 +933,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID, 0)); EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID, 0));
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.conversion_instruction_count; ++stat_.conversion_instruction_count;
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
shader_code_.push_back( shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
@ -1000,7 +993,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH( ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + temp_register_operand_length)); 3 + temp_register_operand_length));
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP,
domain_location_swizzle_mask, 2)); domain_location_swizzle_mask, 2));
@ -1014,7 +1007,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0)); EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0); shader_code_.push_back(0);
++stat_.instruction_count; ++stat_.instruction_count;
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
++stat_.array_instruction_count; ++stat_.array_instruction_count;
} else { } else {
++stat_.mov_instruction_count; ++stat_.mov_instruction_count;
@ -1066,7 +1059,7 @@ void DxbcShaderTranslator::StartPixelShader() {
// Copy interpolants to GPRs. // Copy interpolants to GPRs.
uint32_t interpolator_count = std::min(kInterpolatorCount, register_count()); uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
for (uint32_t i = 0; i < interpolator_count; ++i) { for (uint32_t i = 0; i < interpolator_count; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
@ -1255,7 +1248,7 @@ void DxbcShaderTranslator::StartPixelShader() {
shader_code_.push_back(uint32_t(InOutRegister::kPSInPointParameters)); shader_code_.push_back(uint32_t(InOutRegister::kPSInPointParameters));
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.mov_instruction_count; ++stat_.mov_instruction_count;
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
// Copy the register index to an r# so it can be used for indexable temp // Copy the register index to an r# so it can be used for indexable temp
// addressing. // addressing.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) | shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
@ -7134,7 +7127,7 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
// *********************************************************************** // ***********************************************************************
// General-purpose register // General-purpose register
// *********************************************************************** // ***********************************************************************
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
// GPRs are in x0 - need to load to the intermediate register (indexable // GPRs are in x0 - need to load to the intermediate register (indexable
// temps are only accessible via mov load/store). // temps are only accessible via mov load/store).
if (dxbc_operand.intermediate_register == if (dxbc_operand.intermediate_register ==
@ -7174,62 +7167,11 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.array_instruction_count; ++stat_.array_instruction_count;
} else { } else {
// GPRs are in r# - can access directly if addressed statically, load // GPRs are in r# - accessing directly.
// by checking every register whether it's the needed one if addressed assert_true(operand.storage_addressing_mode ==
// dynamically. InstructionStorageAddressingMode::kStatic);
if (operand.storage_addressing_mode == dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
InstructionStorageAddressingMode::kStatic) { dxbc_operand.index = uint32_t(operand.storage_index);
dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
dxbc_operand.index = uint32_t(operand.storage_index);
} else {
if (dxbc_operand.intermediate_register ==
DxbcSourceOperand::kIntermediateRegisterNone) {
dxbc_operand.intermediate_register = PushSystemTemp();
}
dxbc_operand.type = DxbcSourceOperand::Type::kIntermediateRegister;
uint32_t gpr_movc_mask_register = PushSystemTemp();
for (uint32_t i = 0; i < register_count(); ++i) {
if ((i & 3) == 0) {
// Compare the dynamic address to each register number to check if
// it's the one that's needed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back(i + j - uint32_t(operand.storage_index));
}
++stat_.instruction_count;
++stat_.int_instruction_count;
}
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
// Release gpr_movc_mask_register.
PopSystemTemp();
}
} }
break; break;
@ -7769,15 +7711,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
dynamic_address_component = 3; dynamic_address_component = 3;
} }
// Temporary registers for storing dynamically indexed GPRs via movc.
uint32_t gpr_movc_source_register = UINT32_MAX;
uint32_t gpr_movc_mask_register = UINT32_MAX;
if (result.storage_target == InstructionStorageTarget::kRegister &&
!is_static && !IndexableGPRsUsed()) {
gpr_movc_source_register = PushSystemTemp();
gpr_movc_mask_register = PushSystemTemp();
}
// Store both parts of the write (i == 0 - swizzled, i == 1 - constant). // Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
for (uint32_t i = 0; i < 2; ++i) { for (uint32_t i = 0; i < 2; ++i) {
uint32_t mask = i == 0 ? swizzle_mask : constant_mask; uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
@ -7789,7 +7722,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
uint32_t source_length = i != 0 ? 5 : 2; uint32_t source_length = i != 0 ? 5 : 2;
switch (result.storage_target) { switch (result.storage_target) {
case InstructionStorageTarget::kRegister: case InstructionStorageTarget::kRegister:
if (IndexableGPRsUsed()) { if (uses_register_dynamic_addressing()) {
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.array_instruction_count; ++stat_.array_instruction_count;
shader_code_.push_back( shader_code_.push_back(
@ -7810,6 +7743,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
shader_code_.push_back(dynamic_address_register); shader_code_.push_back(dynamic_address_register);
} }
} else { } else {
assert_true(is_static);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.mov_instruction_count; ++stat_.mov_instruction_count;
shader_code_.push_back( shader_code_.push_back(
@ -7818,8 +7752,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
saturate_bit); saturate_bit);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(is_static ? uint32_t(result.storage_index) shader_code_.push_back(uint32_t(result.storage_index));
: gpr_movc_source_register);
} }
break; break;
@ -7880,50 +7813,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
} }
} }
// Store to the GPR using lots of movc instructions if not using indexable
// temps, but the target has a relative address.
if (gpr_movc_source_register != UINT32_MAX) {
for (uint32_t i = 0; i < register_count(); ++i) {
if ((i & 3) == 0) {
// Compare the dynamic address to each register number to check if it's
// the one that's needed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back(i + j - uint32_t(result.storage_index));
}
++stat_.instruction_count;
++stat_.int_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(i);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(gpr_movc_source_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(i);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
PopSystemTemp(2);
}
if (edram_rov_used_ && if (edram_rov_used_ &&
result.storage_target == InstructionStorageTarget::kColorTarget) { result.storage_target == InstructionStorageTarget::kColorTarget) {
// For ROV output, mark that the color has been written to. // For ROV output, mark that the color has been written to.
@ -14753,7 +14642,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
// Temporary registers - guest general-purpose registers if not using dynamic // Temporary registers - guest general-purpose registers if not using dynamic
// indexing and Xenia internal registers. // indexing and Xenia internal registers.
stat_.temp_register_count = system_temp_count_max_; stat_.temp_register_count = system_temp_count_max_;
if (!is_depth_only_pixel_shader_ && !IndexableGPRsUsed()) { if (!is_depth_only_pixel_shader_ && !uses_register_dynamic_addressing()) {
stat_.temp_register_count += register_count(); stat_.temp_register_count += register_count();
} }
if (stat_.temp_register_count != 0) { if (stat_.temp_register_count != 0) {
@ -14764,7 +14653,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
} }
// General-purpose registers if using dynamic indexing (x0). // General-purpose registers if using dynamic indexing (x0).
if (!is_depth_only_pixel_shader_ && IndexableGPRsUsed()) { if (!is_depth_only_pixel_shader_ && uses_register_dynamic_addressing()) {
shader_object_.push_back( shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));

View File

@ -800,10 +800,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
// Frees the last allocated internal r# registers for later reuse. // Frees the last allocated internal r# registers for later reuse.
void PopSystemTemp(uint32_t count = 1); void PopSystemTemp(uint32_t count = 1);
// Whether general-purpose register values should be stored in x0 rather than
// r# in this shader.
bool IndexableGPRsUsed() const;
// Writing the prologue. // Writing the prologue.
void StartVertexShader_LoadVertexIndex(); void StartVertexShader_LoadVertexIndex();
void StartVertexOrDomainShader(); void StartVertexOrDomainShader();