[DXBC] D3D11.3 Functional Specification lies

This commit is contained in:
Triang3l 2020-03-27 21:31:00 +03:00
parent 821a9897ef
commit 316f996d50
1 changed files with 34 additions and 24 deletions

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@ -33,23 +33,22 @@ namespace gpu {
// While DXBC may look like a flexible and high-level representation with highly // While DXBC may look like a flexible and high-level representation with highly
// generalized building blocks, actually it has a lot of restrictions on operand // generalized building blocks, actually it has a lot of restrictions on operand
// usage! // usage!
// Check the Direct3D 11.3 Functional Specification before adding anything! // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// (the "7. Common Shader Internals" chapter and the documentation of the // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// specific instruction you want to use). // !!!DO NOT ADD ANYTHING FXC THAT WOULD NOT PRODUCE!!!
// For instructions, MSDN also provides some information, but it's not as // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// detailed as the functional specification: // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx9-graphics-reference-asm // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// Before adding any sequence that you haven't seen in Xenia, try writing
// equivalent code in HLSL and running it through FXC, try with /Od, try with
// full optimization, but if you see that FXC follows a different pattern than
// what you are expecting, do what FXC does!!!
// Most important limitations: // Most important limitations:
// - This is very easy to hit, looks weird at first, and also not very important
// for modern drivers using DXILConv, but still needs to be respected for
// safety! One instruction can't accept more than one immediate or constant
// buffer source operand combined in total:
// and r0.x, CB0[0][0].x, l(1)
// and r0.x, CB0[0][0].x, CB0[0][0].y
// are illegal, even though pretty useful. Copy one of the operands to r#.
// - Absolute, negate and saturate are only supported by instructions that // - Absolute, negate and saturate are only supported by instructions that
// explicitly support them. // explicitly support them. See MSDN pages of the specific instructions you
// want to use with modifiers:
// https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx9-graphics-reference-asm
// - Component selection in the general case (ALU instructions - things like // - Component selection in the general case (ALU instructions - things like
// resource access and flow control mostly explicitly need a specific // resource access and flow control mostly explicitly need a specific
// component selection mode defined in the specification of the instruction): // component selection mode defined in the specification of the instruction):
@ -65,15 +64,26 @@ namespace gpu {
// component masked or is of a scalar type. // component masked or is of a scalar type.
// - Input operands (v#) can be used only as sources, output operands (o#) can // - Input operands (v#) can be used only as sources, output operands (o#) can
// be used only as destinations. // be used only as destinations.
// - The specification says that x#[] can be used wherever r# can be used, // - Indexable temporaries (x#) can only be used as a destination or a source
// however, in tests, FXC only emits load/store mov instructions for x#[] // operand (but not both at once) of a mov instruction - a load/store pattern
// (they are also counted in ArrayInstructions rather than MovInstructions in // here. Also, movs involving x# are counted as ArrayInstructions rather than
// STAT), so it's better to only use mov for x#[]. The specification also // MovInstructions in STAT. The other operand can be anything that most other
// permits using x#[] in relative addressing along with r# (as long as // instructions accept, but it still must be a mov with x# on one side.
// relative addressing isn't nested), but it's probably not very safe either. // TODO(Triang3l): Fix all places in the translator currently violating these
// Don't do anything that FXC wouldn't do. // rules.
// TODO(Triang3l): Fix all places violating these rules - currently there are // !NOTE!: The D3D11.3 Functional Specification on Microsoft's GitHub profile,
// lots of them in Xenia! // as of March 27th, 2020, is NOT a reliable reference, even though it contains
// many DXBC details! There are multiple places where it clearly contradicts
// what FXC does, even when targeting old shader models like 4_0:
// - The limit of 1 immediate or constant buffer source operand per instruction
// is totally ignored by FXC - in simple tests, it can emit an instruction
// with two constant buffer sources, or one constant buffer source and one
// immediate, or a multiply-add with two immediate operands.
// - It says x# can be used wherever r# can be used - in synthetic tests, FXC
// always accesses x# in a load/store way via mov.
// - It says x# can be used for indexing, including nested indexing of x# (one
// level deep), however, FXC moves the inner index operand to r# first in this
// case.
// //
// For bytecode structure, see d3d12TokenizedProgramFormat.hpp from the Windows // For bytecode structure, see d3d12TokenizedProgramFormat.hpp from the Windows
// Driver Kit. // Driver Kit.