[D3D12] Update some comments about numeric formats
This commit is contained in:
parent
f3e3bbc4fa
commit
43866092a5
|
@ -447,8 +447,6 @@ void DxbcShaderTranslator::ExportToMemory() {
|
|||
uint32_t format_param_temp = PushSystemTemp();
|
||||
|
||||
// Denormalize, clamp and convert to integer.
|
||||
// TODO(Triang3l): Really clamp? It's GPUSURFACENUMBER_UREPEAT, not clamp,
|
||||
// but need to verify since not clamping doesn't look very safe.
|
||||
// A lot of the code is similar for both signed and unsigned. Start by
|
||||
// checking the signedness.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
|
|
|
@ -729,10 +729,10 @@ void DxbcShaderTranslator::CompletePixelShader_DepthTo24Bit(
|
|||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
|
||||
// Round to the nearest integer. This is the correct way of rounding, rounding
|
||||
// towards zero gives 0xFF instead of 0x100 in clear shaders in, for instance,
|
||||
// Halo 3.
|
||||
// https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion
|
||||
// Round to the nearest even integer. This seems to be the correct way:
|
||||
// rounding towards zero gives 0xFF instead of 0x100 in clear shaders in, for
|
||||
// instance, Halo 3, but other clear shaders in it are also broken if 0.5 is
|
||||
// added before ftou instead of round_ne.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(
|
||||
|
@ -3646,8 +3646,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_PackColor(
|
|||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
|
||||
// Convert to fixed-point, rounding to the nearest integer.
|
||||
// https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion
|
||||
// Convert to fixed-point, rounding towards the nearest even integer.
|
||||
// Rounding towards the nearest (adding +-0.5 before truncating) is giving
|
||||
// incorrect results for depth, so better to use round_ne here too.
|
||||
uint32_t fixed_temp = PushSystemTemp();
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
|
|
|
@ -156,7 +156,8 @@ enum class IndexFormat : uint32_t {
|
|||
kInt32,
|
||||
};
|
||||
|
||||
// GPUSURFACENUMBER from a game .pdb.
|
||||
// GPUSURFACENUMBER from a game .pdb. "Repeat" means repeating fraction, it's
|
||||
// what ATI calls normalized.
|
||||
enum class SurfaceNumFormat : uint32_t {
|
||||
kUnsignedRepeat = 0,
|
||||
kSignedRepeat = 1,
|
||||
|
|
Loading…
Reference in New Issue