[D3D12] DXBC: Remove ugly useless indexable temp fallback
This commit is contained in:
parent
03f440582d
commit
2de0e26606
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@ -23,11 +23,6 @@
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#include "xenia/base/math.h"
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#include "xenia/base/string.h"
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DEFINE_bool(dxbc_indexable_temps, true,
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"Use indexable temporary registers in translated DXBC shaders for "
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"relative addressing of general-purpose registers - shaders rarely "
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"do that, but when they do, this may improve performance on AMD, "
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"but may cause unknown issues on Nvidia.");
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DEFINE_bool(dxbc_switch, true,
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"Use switch rather than if for flow control. Turning this off or "
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"on may improve stability, though this heavily depends on the "
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@ -529,7 +524,7 @@ bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
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uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
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uint32_t register_index = system_temp_count_current_;
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if (!IndexableGPRsUsed() && !is_depth_only_pixel_shader_) {
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if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
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// Guest shader registers first if they're not in x0. Depth-only pixel
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// shader is a special case of the DXBC translator usage, where there are no
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// GPRs because there's no shader to translate, and a guest shader is not
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@ -564,10 +559,6 @@ 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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}
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bool DxbcShaderTranslator::IndexableGPRsUsed() const {
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return FLAGS_dxbc_indexable_temps && uses_register_dynamic_addressing();
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}
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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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// xe_vertex_index_endian system constant and written to GPR 0 (which is
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@ -583,7 +574,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
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// Write to GPR 0 - either directly if not using indexable registers, or via a
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// system temporary register.
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uint32_t reg;
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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reg = PushSystemTemp();
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} else {
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reg = 0;
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@ -816,7 +807,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
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++stat_.instruction_count;
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++stat_.conversion_instruction_count;
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if (IndexableGPRsUsed()) {
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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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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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@ -874,7 +865,8 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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// Write the vertex index to GPR 0.
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StartVertexShader_LoadVertexIndex();
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} else if (IsDxbcDomainShader()) {
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uint32_t temp_register_operand_length = IndexableGPRsUsed() ? 3 : 2;
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uint32_t temp_register_operand_length =
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uses_register_dynamic_addressing() ? 3 : 2;
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// Copy the domain location to r0.yz (for quad patches) or r0.xyz (for
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// triangle patches), and also set the domain in STAT.
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@ -898,7 +890,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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2 + temp_register_operand_length));
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, domain_location_mask, 2));
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shader_code_.push_back(0);
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@ -910,7 +902,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT, domain_location_swizzle, 0));
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++stat_.instruction_count;
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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++stat_.array_instruction_count;
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} else {
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++stat_.mov_instruction_count;
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@ -929,8 +921,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0;
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if (register_count() > primitive_id_gpr_index) {
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uint32_t primitive_id_temp =
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IndexableGPRsUsed() ? PushSystemTemp() : primitive_id_gpr_index;
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uint32_t primitive_id_temp = uses_register_dynamic_addressing()
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? PushSystemTemp()
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: primitive_id_gpr_index;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_code_.push_back(
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@ -940,7 +933,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID, 0));
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++stat_.instruction_count;
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++stat_.conversion_instruction_count;
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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@ -1000,7 +993,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
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3 + temp_register_operand_length));
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP,
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domain_location_swizzle_mask, 2));
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@ -1014,7 +1007,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0);
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++stat_.instruction_count;
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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++stat_.array_instruction_count;
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} else {
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++stat_.mov_instruction_count;
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@ -1066,7 +1059,7 @@ void DxbcShaderTranslator::StartPixelShader() {
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// Copy interpolants to GPRs.
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uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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for (uint32_t i = 0; i < interpolator_count; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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@ -1255,7 +1248,7 @@ void DxbcShaderTranslator::StartPixelShader() {
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shader_code_.push_back(uint32_t(InOutRegister::kPSInPointParameters));
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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// Copy the register index to an r# so it can be used for indexable temp
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// addressing.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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@ -7134,7 +7127,7 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
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// ***********************************************************************
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// General-purpose register
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// ***********************************************************************
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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// GPRs are in x0 - need to load to the intermediate register (indexable
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// temps are only accessible via mov load/store).
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if (dxbc_operand.intermediate_register ==
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@ -7174,62 +7167,11 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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} else {
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// GPRs are in r# - can access directly if addressed statically, load
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// by checking every register whether it's the needed one if addressed
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// dynamically.
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if (operand.storage_addressing_mode ==
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InstructionStorageAddressingMode::kStatic) {
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// GPRs are in r# - accessing directly.
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assert_true(operand.storage_addressing_mode ==
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InstructionStorageAddressingMode::kStatic);
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dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
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dxbc_operand.index = uint32_t(operand.storage_index);
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} else {
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if (dxbc_operand.intermediate_register ==
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DxbcSourceOperand::kIntermediateRegisterNone) {
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dxbc_operand.intermediate_register = PushSystemTemp();
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}
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dxbc_operand.type = DxbcSourceOperand::Type::kIntermediateRegister;
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uint32_t gpr_movc_mask_register = PushSystemTemp();
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for (uint32_t i = 0; i < register_count(); ++i) {
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if ((i & 3) == 0) {
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// Compare the dynamic address to each register number to check if
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// it's the one that's needed.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(gpr_movc_mask_register);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
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shader_code_.push_back(dynamic_address_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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for (uint32_t j = 0; j < 4; ++j) {
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shader_code_.push_back(i + j - uint32_t(operand.storage_index));
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}
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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}
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shader_code_.push_back(
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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(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(dxbc_operand.intermediate_register);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
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shader_code_.push_back(gpr_movc_mask_register);
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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);
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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(dxbc_operand.intermediate_register);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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}
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// Release gpr_movc_mask_register.
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PopSystemTemp();
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}
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}
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break;
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@ -7769,15 +7711,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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dynamic_address_component = 3;
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}
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// Temporary registers for storing dynamically indexed GPRs via movc.
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uint32_t gpr_movc_source_register = UINT32_MAX;
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uint32_t gpr_movc_mask_register = UINT32_MAX;
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if (result.storage_target == InstructionStorageTarget::kRegister &&
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!is_static && !IndexableGPRsUsed()) {
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gpr_movc_source_register = PushSystemTemp();
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gpr_movc_mask_register = PushSystemTemp();
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}
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// Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
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for (uint32_t i = 0; i < 2; ++i) {
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uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
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@ -7789,7 +7722,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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uint32_t source_length = i != 0 ? 5 : 2;
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switch (result.storage_target) {
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case InstructionStorageTarget::kRegister:
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if (IndexableGPRsUsed()) {
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if (uses_register_dynamic_addressing()) {
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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shader_code_.push_back(
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@ -7810,6 +7743,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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shader_code_.push_back(dynamic_address_register);
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}
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} else {
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assert_true(is_static);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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shader_code_.push_back(
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@ -7818,8 +7752,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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saturate_bit);
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
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shader_code_.push_back(is_static ? uint32_t(result.storage_index)
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: gpr_movc_source_register);
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shader_code_.push_back(uint32_t(result.storage_index));
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}
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break;
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@ -7880,50 +7813,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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}
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}
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// Store to the GPR using lots of movc instructions if not using indexable
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// temps, but the target has a relative address.
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if (gpr_movc_source_register != UINT32_MAX) {
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for (uint32_t i = 0; i < register_count(); ++i) {
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if ((i & 3) == 0) {
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// Compare the dynamic address to each register number to check if it's
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// the one that's needed.
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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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(gpr_movc_mask_register);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
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shader_code_.push_back(dynamic_address_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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for (uint32_t j = 0; j < 4; ++j) {
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shader_code_.push_back(i + j - uint32_t(result.storage_index));
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}
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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}
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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, 0b1111, 1));
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shader_code_.push_back(i);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
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shader_code_.push_back(gpr_movc_mask_register);
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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(gpr_movc_source_register);
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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);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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}
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PopSystemTemp(2);
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}
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if (edram_rov_used_ &&
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result.storage_target == InstructionStorageTarget::kColorTarget) {
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// For ROV output, mark that the color has been written to.
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@ -14753,7 +14642,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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// Temporary registers - guest general-purpose registers if not using dynamic
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// indexing and Xenia internal registers.
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stat_.temp_register_count = system_temp_count_max_;
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if (!is_depth_only_pixel_shader_ && !IndexableGPRsUsed()) {
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if (!is_depth_only_pixel_shader_ && !uses_register_dynamic_addressing()) {
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stat_.temp_register_count += register_count();
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}
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if (stat_.temp_register_count != 0) {
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@ -14764,7 +14653,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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}
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// General-purpose registers if using dynamic indexing (x0).
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if (!is_depth_only_pixel_shader_ && IndexableGPRsUsed()) {
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if (!is_depth_only_pixel_shader_ && uses_register_dynamic_addressing()) {
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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@ -800,10 +800,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// Frees the last allocated internal r# registers for later reuse.
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void PopSystemTemp(uint32_t count = 1);
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// Whether general-purpose register values should be stored in x0 rather than
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// r# in this shader.
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bool IndexableGPRsUsed() const;
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// Writing the prologue.
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void StartVertexShader_LoadVertexIndex();
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void StartVertexOrDomainShader();
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