[D3D12] ROV: Alpha saturate blending factor
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6b09c02c42
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@ -255,7 +255,7 @@ bool DxbcShaderTranslator::GetBlendConstants(uint32_t blend_control,
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kBlendX_Src_One,
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0,
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kBlendX_Src_One,
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kBlendX_Src_One | kBlendX_Src_DestAlpha_Neg,
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kBlendX_Src_SrcAlphaSaturate,
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};
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static const uint32_t kBlendYSrcFactorMap[32] = {
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0,
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@ -274,7 +274,7 @@ bool DxbcShaderTranslator::GetBlendConstants(uint32_t blend_control,
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kBlendY_Src_ConstantColor_Neg,
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kBlendY_Src_ConstantAlpha_Pos,
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kBlendY_Src_ConstantAlpha_Neg,
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kBlendY_Src_AlphaSaturate,
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0,
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};
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static const uint32_t kBlendXSrcAlphaFactorMap[32] = {
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0,
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@ -312,7 +312,7 @@ bool DxbcShaderTranslator::GetBlendConstants(uint32_t blend_control,
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kBlendY_SrcAlpha_ConstantAlpha_Neg,
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kBlendY_SrcAlpha_ConstantAlpha_Pos,
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kBlendY_SrcAlpha_ConstantAlpha_Neg,
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kBlendY_SrcAlpha_AlphaSaturate,
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0,
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};
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static const uint32_t kBlendXDestFactorMap[32] = {
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0,
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@ -331,7 +331,7 @@ bool DxbcShaderTranslator::GetBlendConstants(uint32_t blend_control,
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kBlendX_Dest_One,
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0,
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kBlendX_Dest_One,
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kBlendX_Dest_One | kBlendX_Src_DestAlpha_Neg,
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kBlendX_Dest_SrcAlphaSaturate,
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};
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static const uint32_t kBlendYDestFactorMap[32] = {
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0,
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@ -350,7 +350,7 @@ bool DxbcShaderTranslator::GetBlendConstants(uint32_t blend_control,
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kBlendY_Dest_ConstantColor_Neg,
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kBlendY_Dest_ConstantAlpha_Pos,
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kBlendY_Dest_ConstantAlpha_Neg,
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kBlendY_Dest_AlphaSaturate,
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0,
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};
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static const uint32_t kBlendXDestAlphaFactorMap[32] = {
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0,
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@ -388,7 +388,7 @@ bool DxbcShaderTranslator::GetBlendConstants(uint32_t blend_control,
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kBlendY_DestAlpha_ConstantAlpha_Neg,
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kBlendY_DestAlpha_ConstantAlpha_Pos,
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kBlendY_DestAlpha_ConstantAlpha_Neg,
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kBlendY_DestAlpha_AlphaSaturate,
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0,
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};
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uint32_t blend_x = 0, blend_y = 0;
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@ -2432,8 +2432,9 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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// usually -1.0, 0.0 or 1.0.
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uint32_t scale_temp = PushSystemTemp();
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// Temporary register for making 0 * Infinity result in 0 rather than NaN,
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// and for clamping of the source color and the factors.
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uint32_t mul_non_ieee_and_clamp_temp = PushSystemTemp();
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// for clamping of the source color and the factors, and for applying alpha
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// saturate factor.
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uint32_t factor_calculation_temp = PushSystemTemp();
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uint32_t src_factor_and_result_temp = PushSystemTemp();
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uint32_t dest_factor_and_minmax_temp = PushSystemTemp();
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@ -2442,7 +2443,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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// k_2_10_10_10_FLOAT has fixed-point alpha.
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// https://docs.microsoft.com/en-us/windows/desktop/direct3d11/d3d10-graphics-programming-guide-output-merger-stage
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CompletePixelShader_WriteToROV_ClampColor(rt_index, src_color_and_output_temp,
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mul_non_ieee_and_clamp_temp);
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factor_calculation_temp);
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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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@ -2453,7 +2454,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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shader_code_.push_back(rt_format_flags_temp);
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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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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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(src_color_and_output_temp);
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@ -2481,7 +2482,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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uint32_t swizzle = i ? 0b11101010 : 0b01000000;
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, swizzle, src_color_and_output_temp, kSwizzleXYZW,
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mul_non_ieee_and_clamp_temp);
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factor_calculation_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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@ -2490,7 +2491,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_temp);
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@ -2512,7 +2513,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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uint32_t swizzle = i ? 0b11101010 : 0b01000000;
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, swizzle, dest_color_temp, kSwizzleXYZW,
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mul_non_ieee_and_clamp_temp);
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factor_calculation_temp);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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@ -2521,7 +2522,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_temp);
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@ -2540,10 +2541,10 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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kBlendX_Dest_DestAlpha_Shift, scale_temp);
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, kSwizzleXYZW, src_color_and_output_temp, kSwizzleWWWW,
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mul_non_ieee_and_clamp_temp, 0b0011);
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factor_calculation_temp, 0b0011);
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CompletePixelShader_WriteToROV_ApplyZeroBlendScale(
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scale_temp, kSwizzleXYZW, dest_color_temp, kSwizzleWWWW,
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mul_non_ieee_and_clamp_temp, 0b1100);
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factor_calculation_temp, 0b1100);
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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_MAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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@ -2553,7 +2554,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(scale_temp);
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@ -2577,7 +2578,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14));
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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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_temp);
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@ -2602,7 +2603,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, swizzle, 1));
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shader_code_.push_back(scale_temp);
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@ -2622,7 +2623,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
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shader_code_.push_back(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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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(scale_temp);
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@ -2648,7 +2649,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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: src_factor_and_result_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(scale_temp);
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@ -2660,7 +2661,103 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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++stat_.float_instruction_count;
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}
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// TODO(Triang3l): Saturate blend mode.
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// Alpha saturate mode.
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// 1) Clamp the alphas to 1 or less.
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// https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/ne-d3d12-d3d12_blend
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for (uint32_t i = 0; i < 2; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
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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, 1 << i, 1));
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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shader_code_.push_back(i ? dest_color_temp : src_color_and_output_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0x3F800000);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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}
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// 2) Subtract the destination alpha from 1.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(0x3F800000);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1) |
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ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
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shader_code_.push_back(
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ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(D3D10_SB_OPERAND_MODIFIER_NEG));
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shader_code_.push_back(factor_calculation_temp);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// 3) Min(source alpha, 1 - destination alpha).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
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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, 0b0001, 1));
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(factor_calculation_temp);
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++stat_.instruction_count;
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++stat_.float_instruction_count;
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// 4) Extract whether the source and the destination color factors are
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// saturate (for alphas, One should be used in this case).
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system_constants_used_ |= (1ull << kSysConst_EDRAMBlendRT01_Index)
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<< (rt_index >> 1);
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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, 0b0110, 1));
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, (rt_index & 1) * 2, 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_EDRAMBlendRT01_Vec + (rt_index >> 1));
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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(0);
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shader_code_.push_back(kBlendX_Src_SrcAlphaSaturate);
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shader_code_.push_back(kBlendX_Dest_SrcAlphaSaturate);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 5) Replace the color factors with the saturated alpha.
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for (uint32_t i = 0; i < 2; ++i) {
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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, 0b0111, 1));
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shader_code_.push_back(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 + i, 1));
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(factor_calculation_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(i ? dest_factor_and_minmax_temp
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: src_factor_and_result_temp);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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}
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// Multiply the colors by the factors.
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for (uint32_t i = 0; i < 2; ++i) {
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@ -2673,7 +2770,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_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(factor_temp);
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@ -2709,7 +2806,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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shader_code_.push_back(factor_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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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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(0);
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@ -2727,7 +2824,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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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(mul_non_ieee_and_clamp_temp);
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shader_code_.push_back(factor_calculation_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(color_temp);
|
||||
|
@ -2748,7 +2845,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
|
|||
shader_code_.push_back(factor_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(mul_non_ieee_and_clamp_temp);
|
||||
shader_code_.push_back(factor_calculation_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
shader_code_.push_back(0);
|
||||
|
@ -2761,10 +2858,10 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
|
|||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// Clamp the factor if the components aren't floating-point.
|
||||
// Clamp the color if the components aren't floating-point.
|
||||
// https://docs.microsoft.com/en-us/windows/desktop/direct3d11/d3d10-graphics-programming-guide-output-merger-stage
|
||||
CompletePixelShader_WriteToROV_ClampColor(rt_index, factor_temp,
|
||||
mul_non_ieee_and_clamp_temp);
|
||||
factor_calculation_temp);
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
|
@ -2775,7 +2872,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
|
|||
shader_code_.push_back(rt_format_flags_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(mul_non_ieee_and_clamp_temp);
|
||||
shader_code_.push_back(factor_calculation_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(factor_temp);
|
||||
|
@ -2783,8 +2880,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
|
|||
++stat_.movc_instruction_count;
|
||||
}
|
||||
|
||||
// Apply the signs to the factors for addition/subtraction/inverse subtraction
|
||||
// and add/subtract/inverse subtract (for min/max, this will be overwritten
|
||||
// Apply the signs for addition/subtraction/inverse subtraction and
|
||||
// add/subtract/inverse subtract (for min/max, this will be overwritten
|
||||
// later).
|
||||
CompletePixelShader_WriteToROV_ExtractBlendScales(
|
||||
rt_index, 0b01010101, true, kBlendY_Src_OpSign_Shift,
|
||||
|
@ -2890,7 +2987,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
|
|||
++stat_.movc_instruction_count;
|
||||
}
|
||||
|
||||
// Release scale_temp, mul_non_ieee_and_clamp_temp, src_factor_and_result_temp
|
||||
// Release scale_temp, factor_calculation_temp, src_factor_and_result_temp
|
||||
// and dest_factor_and_minmax_temp.
|
||||
PopSystemTemp(4);
|
||||
}
|
||||
|
|
|
@ -147,55 +147,59 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
enum : uint32_t {
|
||||
// X/Z of the blend constant for the render target.
|
||||
|
||||
kBlendX_Src_SrcColor_Shift = 0,
|
||||
// For ONE_MINUS modes, enable both One and the needed factor with _Neg.
|
||||
kBlendX_Src_One_Shift = 0,
|
||||
kBlendX_Src_One = 1u << kBlendX_Src_One_Shift,
|
||||
kBlendX_Src_SrcColor_Shift = 1,
|
||||
kBlendX_Src_SrcColor_Pos = 1u << kBlendX_Src_SrcColor_Shift,
|
||||
kBlendX_Src_SrcColor_Neg = 3u << kBlendX_Src_SrcColor_Shift,
|
||||
kBlendX_Src_SrcAlpha_Shift = 2,
|
||||
kBlendX_Src_SrcAlpha_Shift = 3,
|
||||
kBlendX_Src_SrcAlpha_Pos = 1u << kBlendX_Src_SrcAlpha_Shift,
|
||||
kBlendX_Src_SrcAlpha_Neg = 3u << kBlendX_Src_SrcAlpha_Shift,
|
||||
kBlendX_Src_DestColor_Shift = 4,
|
||||
kBlendX_Src_DestColor_Shift = 5,
|
||||
kBlendX_Src_DestColor_Pos = 1u << kBlendX_Src_DestColor_Shift,
|
||||
kBlendX_Src_DestColor_Neg = 3u << kBlendX_Src_DestColor_Shift,
|
||||
kBlendX_Src_DestAlpha_Shift = 6,
|
||||
kBlendX_Src_DestAlpha_Shift = 7,
|
||||
kBlendX_Src_DestAlpha_Pos = 1u << kBlendX_Src_DestAlpha_Shift,
|
||||
kBlendX_Src_DestAlpha_Neg = 3u << kBlendX_Src_DestAlpha_Shift,
|
||||
// For ONE_MINUS modes, enable both One and the needed factor with _Neg.
|
||||
kBlendX_Src_One_Shift = 8,
|
||||
kBlendX_Src_One = 1u << kBlendX_Src_One_Shift,
|
||||
kBlendX_Src_SrcAlphaSaturate_Shift = 9,
|
||||
kBlendX_Src_SrcAlphaSaturate = 1u << kBlendX_Src_SrcAlphaSaturate_Shift,
|
||||
|
||||
kBlendX_SrcAlpha_SrcAlpha_Shift = 9,
|
||||
kBlendX_SrcAlpha_One_Shift = 10,
|
||||
kBlendX_SrcAlpha_One = 1u << kBlendX_SrcAlpha_One_Shift,
|
||||
kBlendX_SrcAlpha_SrcAlpha_Shift = 11,
|
||||
kBlendX_SrcAlpha_SrcAlpha_Pos = 1u << kBlendX_SrcAlpha_SrcAlpha_Shift,
|
||||
kBlendX_SrcAlpha_SrcAlpha_Neg = 3u << kBlendX_SrcAlpha_SrcAlpha_Shift,
|
||||
kBlendX_SrcAlpha_DestAlpha_Shift = 11,
|
||||
kBlendX_SrcAlpha_DestAlpha_Shift = 13,
|
||||
kBlendX_SrcAlpha_DestAlpha_Pos = 1u << kBlendX_SrcAlpha_DestAlpha_Shift,
|
||||
kBlendX_SrcAlpha_DestAlpha_Neg = 3u << kBlendX_SrcAlpha_DestAlpha_Shift,
|
||||
kBlendX_SrcAlpha_One_Shift = 13,
|
||||
kBlendX_SrcAlpha_One = 1u << kBlendX_SrcAlpha_One_Shift,
|
||||
|
||||
kBlendX_Dest_SrcColor_Shift = 14,
|
||||
// For ONE_MINUS modes, enable both One and the needed factor with _Neg.
|
||||
kBlendX_Dest_One_Shift = 15,
|
||||
kBlendX_Dest_One = 1u << kBlendX_Dest_One_Shift,
|
||||
kBlendX_Dest_SrcColor_Shift = 16,
|
||||
kBlendX_Dest_SrcColor_Pos = 1u << kBlendX_Dest_SrcColor_Shift,
|
||||
kBlendX_Dest_SrcColor_Neg = 3u << kBlendX_Dest_SrcColor_Shift,
|
||||
kBlendX_Dest_SrcAlpha_Shift = 16,
|
||||
kBlendX_Dest_SrcAlpha_Shift = 18,
|
||||
kBlendX_Dest_SrcAlpha_Pos = 1u << kBlendX_Dest_SrcAlpha_Shift,
|
||||
kBlendX_Dest_SrcAlpha_Neg = 3u << kBlendX_Dest_SrcAlpha_Shift,
|
||||
kBlendX_Dest_DestColor_Shift = 18,
|
||||
kBlendX_Dest_DestColor_Shift = 20,
|
||||
kBlendX_Dest_DestColor_Pos = 1u << kBlendX_Dest_DestColor_Shift,
|
||||
kBlendX_Dest_DestColor_Neg = 3u << kBlendX_Dest_DestColor_Shift,
|
||||
kBlendX_Dest_DestAlpha_Shift = 20,
|
||||
kBlendX_Dest_DestAlpha_Shift = 22,
|
||||
kBlendX_Dest_DestAlpha_Pos = 1u << kBlendX_Dest_DestAlpha_Shift,
|
||||
kBlendX_Dest_DestAlpha_Neg = 3u << kBlendX_Dest_DestAlpha_Shift,
|
||||
// For ONE_MINUS modes, enable both One and the needed factor with _Neg.
|
||||
kBlendX_Dest_One_Shift = 22,
|
||||
kBlendX_Dest_One = 1u << kBlendX_Dest_One_Shift,
|
||||
kBlendX_Dest_SrcAlphaSaturate_Shift = 24,
|
||||
kBlendX_Dest_SrcAlphaSaturate = 1u << kBlendX_Dest_SrcAlphaSaturate_Shift,
|
||||
|
||||
kBlendX_DestAlpha_SrcAlpha_Shift = 23,
|
||||
kBlendX_DestAlpha_One_Shift = 25,
|
||||
kBlendX_DestAlpha_One = 1u << kBlendX_DestAlpha_One_Shift,
|
||||
kBlendX_DestAlpha_SrcAlpha_Shift = 26,
|
||||
kBlendX_DestAlpha_SrcAlpha_Pos = 1u << kBlendX_DestAlpha_SrcAlpha_Shift,
|
||||
kBlendX_DestAlpha_SrcAlpha_Neg = 3u << kBlendX_DestAlpha_SrcAlpha_Shift,
|
||||
kBlendX_DestAlpha_DestAlpha_Shift = 25,
|
||||
kBlendX_DestAlpha_DestAlpha_Shift = 28,
|
||||
kBlendX_DestAlpha_DestAlpha_Pos = 1u << kBlendX_DestAlpha_DestAlpha_Shift,
|
||||
kBlendX_DestAlpha_DestAlpha_Neg = 3u << kBlendX_DestAlpha_DestAlpha_Shift,
|
||||
kBlendX_DestAlpha_One_Shift = 27,
|
||||
kBlendX_DestAlpha_One = 1u << kBlendX_DestAlpha_One_Shift,
|
||||
|
||||
// Y/W of the blend constant for the render target.
|
||||
|
||||
|
@ -225,38 +229,28 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
kBlendY_DestAlpha_ConstantAlpha_Neg =
|
||||
3u << kBlendY_DestAlpha_ConstantAlpha_Shift,
|
||||
|
||||
kBlendY_Src_AlphaSaturate_Shift = 12,
|
||||
kBlendY_Src_AlphaSaturate = 1u << kBlendY_Src_AlphaSaturate_Shift,
|
||||
kBlendY_SrcAlpha_AlphaSaturate_Shift = 13,
|
||||
kBlendY_SrcAlpha_AlphaSaturate = 1u << kBlendY_SrcAlpha_AlphaSaturate_Shift,
|
||||
kBlendY_Dest_AlphaSaturate_Shift = 14,
|
||||
kBlendY_Dest_AlphaSaturate = 1u << kBlendY_Dest_AlphaSaturate_Shift,
|
||||
kBlendY_DestAlpha_AlphaSaturate_Shift = 15,
|
||||
kBlendY_DestAlpha_AlphaSaturate = 1u
|
||||
<< kBlendY_DestAlpha_AlphaSaturate_Shift,
|
||||
|
||||
// For addition/subtraction/inverse subtraction, but must be positive for
|
||||
// min/max.
|
||||
kBlendY_Src_OpSign_Shift = 16,
|
||||
kBlendY_Src_OpSign_Shift = 12,
|
||||
kBlendY_Src_OpSign_Pos = 1u << kBlendY_Src_OpSign_Shift,
|
||||
kBlendY_Src_OpSign_Neg = 3u << kBlendY_Src_OpSign_Shift,
|
||||
kBlendY_SrcAlpha_OpSign_Shift = 18,
|
||||
kBlendY_SrcAlpha_OpSign_Shift = 14,
|
||||
kBlendY_SrcAlpha_OpSign_Pos = 1u << kBlendY_SrcAlpha_OpSign_Shift,
|
||||
kBlendY_SrcAlpha_OpSign_Neg = 3u << kBlendY_SrcAlpha_OpSign_Shift,
|
||||
kBlendY_Dest_OpSign_Shift = 20,
|
||||
kBlendY_Dest_OpSign_Shift = 16,
|
||||
kBlendY_Dest_OpSign_Pos = 1u << kBlendY_Dest_OpSign_Shift,
|
||||
kBlendY_Dest_OpSign_Neg = 3u << kBlendY_Dest_OpSign_Shift,
|
||||
kBlendY_DestAlpha_OpSign_Shift = 22,
|
||||
kBlendY_DestAlpha_OpSign_Shift = 18,
|
||||
kBlendY_DestAlpha_OpSign_Pos = 1u << kBlendY_DestAlpha_OpSign_Shift,
|
||||
kBlendY_DestAlpha_OpSign_Neg = 3u << kBlendY_DestAlpha_OpSign_Shift,
|
||||
|
||||
kBlendY_Color_OpMin_Shift = 24,
|
||||
kBlendY_Color_OpMin_Shift = 20,
|
||||
kBlendY_Color_OpMin = 1u << kBlendY_Color_OpMin_Shift,
|
||||
kBlendY_Color_OpMax_Shift = 25,
|
||||
kBlendY_Color_OpMax_Shift = 21,
|
||||
kBlendY_Color_OpMax = 1u << kBlendY_Color_OpMax_Shift,
|
||||
kBlendY_Alpha_OpMin_Shift = 26,
|
||||
kBlendY_Alpha_OpMin_Shift = 22,
|
||||
kBlendY_Alpha_OpMin = 1u << kBlendY_Alpha_OpMin_Shift,
|
||||
kBlendY_Alpha_OpMax_Shift = 27,
|
||||
kBlendY_Alpha_OpMax_Shift = 23,
|
||||
kBlendY_Alpha_OpMax = 1u << kBlendY_Alpha_OpMax_Shift,
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue