[D3D12] DXBC position and color output

This commit is contained in:
Triang3l 2018-09-06 13:37:14 +03:00
parent ae4b34c66c
commit 4cc9e84f35
2 changed files with 165 additions and 45 deletions

View File

@ -379,26 +379,165 @@ void DxbcShaderTranslator::StartVertexShader() {
StartVertexShader_SwapVertexIndex();
}
void DxbcShaderTranslator::StartPixelShader() {}
void DxbcShaderTranslator::StartPixelShader() {
// Initialize color indexable temporary registers so they have a defined value
// in case the shader doesn't write to all used outputs on all execution
// paths.
for (uint32_t i = 0; i < 4; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
shader_object_.push_back(GetColorIndexableTemp());
shader_object_.push_back(i);
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
++stat_.instruction_count;
++stat_.array_instruction_count;
}
}
void DxbcShaderTranslator::StartTranslation() {
// Request global system temporary variables.
system_temp_pv_ = PushSystemTemp(true);
system_temp_ps_pc_p0_a0_ = PushSystemTemp(true);
system_temp_aL_ = PushSystemTemp(true);
system_temp_loop_count_ = PushSystemTemp(true);
if (is_vertex_shader()) {
system_temp_position_ = PushSystemTemp(true);
}
// Write stage-specific prologue.
if (is_vertex_shader()) {
StartVertexShader();
} else if (is_pixel_shader()) {
StartPixelShader();
}
// Request global system temporary variables.
system_temp_pv_ = PushSystemTemp(true);
system_temp_ps_pc_p0_a0_ = PushSystemTemp(true);
system_temp_aL_ = PushSystemTemp(true);
system_temp_loop_count_ = PushSystemTemp(true);
}
void DxbcShaderTranslator::CompleteVertexShader() {}
void DxbcShaderTranslator::CompleteVertexShader() {
// TODO(Triang3l): vtx_fmt, disabled viewport, half pixel offset.
// Write the position to the output.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
shader_code_.push_back(kVSOutPositionRegister);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_position_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
void DxbcShaderTranslator::CompletePixelShader() {}
void DxbcShaderTranslator::CompletePixelShader() {
uint32_t color_indexable_temp = GetColorIndexableTemp();
// Allocate a temporary register for alpha testing, color indexable temp
// load/store and storing the color output map.
uint32_t temp_register = PushSystemTemp();
// TODO(Triang3l): Alpha testing.
// Apply color exponent bias (need to use a temporary register because
// indexable temps are load/store).
rdef_constants_used_ |= 1ull
<< uint32_t(RdefConstantIndex::kSysColorExpBias);
for (uint32_t i = 0; i < 4; ++i) {
// Load the color from the indexable temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2));
shader_code_.push_back(color_indexable_temp);
shader_code_.push_back(i);
++stat_.instruction_count;
++stat_.array_instruction_count;
// Multiply by the exponent bias (the constant contains 2.0^b).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
i | (i << 2) | (i << 4) | (i << 6), 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorExpBias_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Store the biased color back to the indexable temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
shader_code_.push_back(color_indexable_temp);
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(temp_register);
++stat_.instruction_count;
++stat_.array_instruction_count;
}
// Remap guest render target indices to host since because on the host, the
// indices of the bound render targets are consecutive.
// temp = xe_color_output_map
// SV_Target0 = oC[temp.x]
// SV_Target1 = oC[temp.y]
// SV_Target2 = oC[temp.z]
// SV_Target3 = oC[temp.w]
//
// Load the constant to a temporary register so it can be used for relative
// addressing.
rdef_constants_used_ |= 1ull
<< uint32_t(RdefConstantIndex::kSysColorOutputMap);
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(temp_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Do the remapping.
for (uint32_t i = 0; i < 4; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2,
D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
D3D10_SB_OPERAND_INDEX_RELATIVE));
shader_code_.push_back(color_indexable_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(temp_register);
++stat_.instruction_count;
++stat_.array_instruction_count;
}
// Free the temporary register.
PopSystemTemp();
}
void DxbcShaderTranslator::CompleteShaderCode() {
// Release the following system temporary values so epilogue can reuse them:
@ -1279,8 +1418,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
break;
case InstructionStorageTarget::kPosition:
// TODO(Triang3l): Change to a temporary register because of vtx_fmt,
// drawing without a viewport and half-pixel offset.
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
@ -1288,8 +1425,8 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, mask, 1));
shader_code_.push_back(kVSOutPositionRegister);
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(system_temp_position_);
break;
case InstructionStorageTarget::kColorTarget:
@ -3323,38 +3460,17 @@ void DxbcShaderTranslator::WriteShaderCode() {
}
// Initialize the depth output if used, which must be initialized on every
// execution path, and also initialize color outputs to make them stable if
// the shader somehow didn't write to them on its execution path.
if (is_pixel_shader()) {
for (uint32_t i = 0; i < 4; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
shader_object_.push_back(GetColorIndexableTemp());
shader_object_.push_back(i);
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
++stat_.instruction_count;
++stat_.array_instruction_count;
}
if (writes_depth_) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
shader_object_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_object_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
// execution path.
if (is_pixel_shader() && writes_depth_) {
shader_object_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
shader_object_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_object_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
// Write the translated shader code.

View File

@ -403,6 +403,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
// remaining to loop.
uint32_t system_temp_loop_count_;
// Position in vertex shaders (because viewport and W transformations can be
// applied in the end of the shader).
uint32_t system_temp_position_;
bool writes_depth_;
// The STAT chunk (based on Wine d3dcompiler_parse_stat).