[D3D12] DXBC position and color output
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@ -379,26 +379,165 @@ void DxbcShaderTranslator::StartVertexShader() {
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StartVertexShader_SwapVertexIndex();
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}
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void DxbcShaderTranslator::StartPixelShader() {}
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void DxbcShaderTranslator::StartPixelShader() {
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// Initialize color indexable temporary registers so they have a defined value
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// in case the shader doesn't write to all used outputs on all execution
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// paths.
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for (uint32_t i = 0; i < 4; ++i) {
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shader_object_.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(9));
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shader_object_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_object_.push_back(GetColorIndexableTemp());
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shader_object_.push_back(i);
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shader_object_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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}
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}
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void DxbcShaderTranslator::StartTranslation() {
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// Request global system temporary variables.
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system_temp_pv_ = PushSystemTemp(true);
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system_temp_ps_pc_p0_a0_ = PushSystemTemp(true);
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system_temp_aL_ = PushSystemTemp(true);
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system_temp_loop_count_ = PushSystemTemp(true);
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if (is_vertex_shader()) {
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system_temp_position_ = PushSystemTemp(true);
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}
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// Write stage-specific prologue.
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if (is_vertex_shader()) {
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StartVertexShader();
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} else if (is_pixel_shader()) {
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StartPixelShader();
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}
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// Request global system temporary variables.
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system_temp_pv_ = PushSystemTemp(true);
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system_temp_ps_pc_p0_a0_ = PushSystemTemp(true);
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system_temp_aL_ = PushSystemTemp(true);
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system_temp_loop_count_ = PushSystemTemp(true);
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}
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void DxbcShaderTranslator::CompleteVertexShader() {}
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void DxbcShaderTranslator::CompleteVertexShader() {
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// TODO(Triang3l): vtx_fmt, disabled viewport, half pixel offset.
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// Write the position to the output.
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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(5));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
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shader_code_.push_back(kVSOutPositionRegister);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_position_);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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void DxbcShaderTranslator::CompletePixelShader() {}
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void DxbcShaderTranslator::CompletePixelShader() {
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uint32_t color_indexable_temp = GetColorIndexableTemp();
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// Allocate a temporary register for alpha testing, color indexable temp
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// load/store and storing the color output map.
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uint32_t temp_register = PushSystemTemp();
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// TODO(Triang3l): Alpha testing.
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// Apply color exponent bias (need to use a temporary register because
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// indexable temps are load/store).
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rdef_constants_used_ |= 1ull
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<< uint32_t(RdefConstantIndex::kSysColorExpBias);
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for (uint32_t i = 0; i < 4; ++i) {
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// Load the color from the indexable temp.
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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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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2));
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shader_code_.push_back(color_indexable_temp);
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shader_code_.push_back(i);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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// Multiply by the exponent bias (the constant contains 2.0^b).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
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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(temp_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(temp_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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i | (i << 2) | (i << 4) | (i << 6), 3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_ColorExpBias_Vec);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// Store the biased color back to the indexable temp.
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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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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_code_.push_back(color_indexable_temp);
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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(temp_register);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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}
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// Remap guest render target indices to host since because on the host, the
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// indices of the bound render targets are consecutive.
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// temp = xe_color_output_map
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// SV_Target0 = oC[temp.x]
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// SV_Target1 = oC[temp.y]
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// SV_Target2 = oC[temp.z]
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// SV_Target3 = oC[temp.w]
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//
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// Load the constant to a temporary register so it can be used for relative
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// addressing.
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rdef_constants_used_ |= 1ull
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<< uint32_t(RdefConstantIndex::kSysColorOutputMap);
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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(7));
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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(temp_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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// Do the remapping.
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for (uint32_t i = 0; i < 4; ++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(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 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_INDEXABLE_TEMP, kSwizzleXYZW, 2,
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D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
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D3D10_SB_OPERAND_INDEX_RELATIVE));
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shader_code_.push_back(color_indexable_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(temp_register);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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}
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// Free the temporary register.
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PopSystemTemp();
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}
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void DxbcShaderTranslator::CompleteShaderCode() {
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// Release the following system temporary values so epilogue can reuse them:
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@ -1279,8 +1418,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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break;
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case InstructionStorageTarget::kPosition:
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// TODO(Triang3l): Change to a temporary register because of vtx_fmt,
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// drawing without a viewport and half-pixel offset.
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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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@ -1288,8 +1425,8 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
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saturate_bit);
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, mask, 1));
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shader_code_.push_back(kVSOutPositionRegister);
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
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shader_code_.push_back(system_temp_position_);
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break;
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case InstructionStorageTarget::kColorTarget:
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@ -3323,38 +3460,17 @@ void DxbcShaderTranslator::WriteShaderCode() {
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}
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// Initialize the depth output if used, which must be initialized on every
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// execution path, and also initialize color outputs to make them stable if
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// the shader somehow didn't write to them on its execution path.
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if (is_pixel_shader()) {
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for (uint32_t i = 0; i < 4; ++i) {
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shader_object_.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(9));
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shader_object_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_object_.push_back(GetColorIndexableTemp());
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shader_object_.push_back(i);
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shader_object_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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}
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if (writes_depth_) {
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shader_object_.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(4));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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// execution path.
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if (is_pixel_shader() && writes_depth_) {
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shader_object_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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// Write the translated shader code.
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@ -403,6 +403,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// remaining to loop.
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uint32_t system_temp_loop_count_;
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// Position in vertex shaders (because viewport and W transformations can be
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// applied in the end of the shader).
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uint32_t system_temp_position_;
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bool writes_depth_;
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// The STAT chunk (based on Wine d3dcompiler_parse_stat).
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