[D3D12] ROV: Write mask, write in ascending RT number order
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e8414da5dd
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37fe120fe0
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@ -1880,7 +1880,8 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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uint32_t rt_flags =
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uint32_t rt_flags =
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DxbcShaderTranslator::GetColorFormatRTFlags(color_format);
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DxbcShaderTranslator::GetColorFormatRTFlags(color_format);
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if (rt_mask != 0) {
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if (rt_mask != 0) {
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rt_flags |= DxbcShaderTranslator::kRTFlag_Used;
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rt_flags |= DxbcShaderTranslator::kRTFlag_Used |
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(rt_mask << DxbcShaderTranslator::kRTFlag_WriteR_Shift);
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if (rt_mask != rt_mask_all) {
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if (rt_mask != rt_mask_all) {
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rt_flags |= DxbcShaderTranslator::kRTFlag_Load;
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rt_flags |= DxbcShaderTranslator::kRTFlag_Load;
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}
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}
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@ -3859,25 +3859,20 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.uint_instruction_count;
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++stat_.uint_instruction_count;
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for (uint32_t i = 0; i < 4; ++i) {
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for (uint32_t i = 0; i < 4; ++i) {
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// In case of overlap, the render targets with the lower index have higher
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// priority since they usually have the most important value.
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uint32_t rt_index = 3 - i;
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// Check if the render target needs to be written to.
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// Check if the render target needs to be written to.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(rt_used_temp);
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shader_code_.push_back(rt_used_temp);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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++stat_.dynamic_flow_control_count;
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// Clamp the color (the source value) before blending.
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// Clamp the color (the source value) before blending.
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// https://stackoverflow.com/questions/30153911/untangling-when-and-what-values-are-clamped-in-opengl-blending-on-different-rend
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// https://stackoverflow.com/questions/30153911/untangling-when-and-what-values-are-clamped-in-opengl-blending-on-different-rend
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CompletePixelShader_WriteToROV_ClampColor(rt_index,
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CompletePixelShader_WriteToROV_ClampColor(i, system_temp_color_[i]);
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system_temp_color_[rt_index]);
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// Load the previous value in the render target to blend and to apply the
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// Load the previous value in the render target to blend and to apply the
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// write mask.
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// write mask.
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@ -3886,14 +3881,13 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(rt_load_temp);
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shader_code_.push_back(rt_load_temp);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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++stat_.dynamic_flow_control_count;
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uint32_t dest_color_temp = PushSystemTemp();
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uint32_t dest_color_temp = PushSystemTemp();
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CompletePixelShader_WriteToROV_LoadColor(edram_coord_low_temp,
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CompletePixelShader_WriteToROV_LoadColor(
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edram_coord_high_temp, rt_index,
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edram_coord_low_temp, edram_coord_high_temp, i, dest_color_temp);
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dest_color_temp);
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// Blend if needed.
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// Blend if needed.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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@ -3901,18 +3895,55 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, rt_index, 1));
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(rt_blend_temp);
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shader_code_.push_back(rt_blend_temp);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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++stat_.dynamic_flow_control_count;
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CompletePixelShader_WriteToROV_Blend(
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CompletePixelShader_WriteToROV_Blend(i, system_temp_color_[i],
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rt_index, system_temp_color_[rt_index], dest_color_temp);
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dest_color_temp);
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shader_code_.push_back(
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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++stat_.instruction_count;
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++stat_.instruction_count;
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// TODO(Triang3l): Apply the write mask.
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// Mask the components to overwrite.
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uint32_t write_mask_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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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(write_mask_temp);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 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_EDRAMRTFlags_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(kRTFlag_WriteR);
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shader_code_.push_back(kRTFlag_WriteG);
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shader_code_.push_back(kRTFlag_WriteB);
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shader_code_.push_back(kRTFlag_WriteA);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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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(system_temp_color_[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(write_mask_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(system_temp_color_[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(dest_color_temp);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Release write_mask_temp.
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PopSystemTemp();
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// Release dest_color_temp.
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// Release dest_color_temp.
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PopSystemTemp();
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PopSystemTemp();
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@ -3925,8 +3956,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// Write the new color, which may have been modified by blending.
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// Write the new color, which may have been modified by blending.
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CompletePixelShader_WriteToROV_StoreColor(edram_coord_low_temp,
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CompletePixelShader_WriteToROV_StoreColor(edram_coord_low_temp,
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edram_coord_high_temp, rt_index,
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edram_coord_high_temp, i,
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system_temp_color_[rt_index]);
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system_temp_color_[i]);
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// Close the check whether the RT is used.
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// Close the check whether the RT is used.
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shader_code_.push_back(
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shader_code_.push_back(
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@ -81,6 +81,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// enabled and it's not no-op).
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// enabled and it's not no-op).
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kRTFlag_Load_Shift,
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kRTFlag_Load_Shift,
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kRTFlag_Blend_Shift,
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kRTFlag_Blend_Shift,
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kRTFlag_WriteR_Shift,
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kRTFlag_WriteG_Shift,
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kRTFlag_WriteB_Shift,
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kRTFlag_WriteA_Shift,
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// Whether the format is fixed-point and needs to be converted to integer
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// Whether the format is fixed-point and needs to be converted to integer
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// (k_8_8_8_8, k_2_10_10_10, k_16_16, k_16_16_16_16).
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// (k_8_8_8_8, k_2_10_10_10, k_16_16, k_16_16_16_16).
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kRTFlag_FormatFixed_Shift,
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kRTFlag_FormatFixed_Shift,
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@ -93,6 +97,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
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kRTFlag_Used = 1u << kRTFlag_Used_Shift,
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kRTFlag_Used = 1u << kRTFlag_Used_Shift,
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kRTFlag_Load = 1u << kRTFlag_Load_Shift,
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kRTFlag_Load = 1u << kRTFlag_Load_Shift,
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kRTFlag_Blend = 1u << kRTFlag_Blend_Shift,
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kRTFlag_Blend = 1u << kRTFlag_Blend_Shift,
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kRTFlag_WriteR = 1u << kRTFlag_WriteR_Shift,
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kRTFlag_WriteG = 1u << kRTFlag_WriteG_Shift,
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kRTFlag_WriteB = 1u << kRTFlag_WriteB_Shift,
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kRTFlag_WriteA = 1u << kRTFlag_WriteA_Shift,
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kRTFlag_FormatFixed = 1u << kRTFlag_FormatFixed_Shift,
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kRTFlag_FormatFixed = 1u << kRTFlag_FormatFixed_Shift,
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kRTFlag_FormatFloat10 = 1u << kRTFlag_FormatFloat10_Shift,
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kRTFlag_FormatFloat10 = 1u << kRTFlag_FormatFloat10_Shift,
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kRTFlag_FormatFloat16 = 1u << kRTFlag_FormatFloat16_Shift,
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kRTFlag_FormatFloat16 = 1u << kRTFlag_FormatFloat16_Shift,
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