[GPU] Gather used memexport constants in shader translator
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@ -31,8 +31,8 @@ enum class InstructionStorageTarget {
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kPosition,
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// Result is stored to the point size export (gl_PointSize).
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kPointSize,
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// Result is stored as memexport destination address.
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// [physical >> 2, ??, ??, ??]
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// Result is stored as memexport destination address
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// (see xenos::xe_gpu_memexport_stream_t).
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kExportAddress,
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// Result is stored to memexport destination data.
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kExportData,
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@ -583,6 +583,11 @@ class Shader {
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return constant_register_map_;
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}
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// All c# registers used as the addend in MAD operations to eA.
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const std::vector<uint32_t>& memexport_stream_constants() const {
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return memexport_stream_constants_;
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}
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// Returns true if the given color target index [0-3].
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bool writes_color_target(int i) const { return writes_color_targets_[i]; }
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@ -634,6 +639,7 @@ class Shader {
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std::vector<TextureBinding> texture_bindings_;
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ConstantRegisterMap constant_register_map_ = {0};
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bool writes_color_targets_[4] = {false, false, false, false};
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std::vector<uint32_t> memexport_stream_constants_;
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bool is_valid_ = false;
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bool is_translated_ = false;
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@ -63,6 +63,7 @@ void ShaderTranslator::Reset() {
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writes_color_targets_[i] = false;
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}
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writes_depth_ = false;
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memexport_stream_constants_.clear();
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}
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bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
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@ -174,6 +175,10 @@ bool ShaderTranslator::TranslateInternal(Shader* shader) {
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for (size_t i = 0; i < xe::countof(writes_color_targets_); ++i) {
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shader->writes_color_targets_[i] = writes_color_targets_[i];
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}
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shader->memexport_stream_constants_.clear();
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for (uint32_t memexport_stream_constant : memexport_stream_constants_) {
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shader->memexport_stream_constants_.push_back(memexport_stream_constant);
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}
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shader->is_valid_ = true;
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shader->is_translated_ = true;
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@ -282,6 +287,18 @@ void ShaderTranslator::GatherInstructionInformation(
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writes_depth_ = true;
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}
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}
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// Store used memexport constants because CPU code needs addresses
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// and sizes. eA is (hopefully) always written to using:
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// mad eA, r#, const0100, c#
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// (though there are some exceptions, shaders in Halo 3 for some
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// reason set eA to zeros, but the swizzle of the constant is not
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// .xyzw in this case, and they don't write to eM#).
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if (op.vector_dest() == 32 &&
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op.vector_opcode() == AluVectorOpcode::kMad &&
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op.vector_write_mask() == 0b1111 && !op.src_is_temp(3) &&
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op.src_swizzle(3) == 0) {
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memexport_stream_constants_.insert(op.src_reg(3));
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}
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} else {
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if (op.is_vector_dest_relative()) {
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uses_register_dynamic_addressing_ = true;
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@ -11,6 +11,7 @@
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#define XENIA_GPU_SHADER_TRANSLATOR_H_
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#include <memory>
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#include <set>
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#include <string>
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#include <vector>
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@ -65,6 +66,11 @@ class ShaderTranslator {
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const std::vector<Shader::TextureBinding>& texture_bindings() const {
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return texture_bindings_;
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}
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// All c# registers used as the addend in MAD operations to eA, populated
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// before translation occurs.
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const std::set<uint32_t>& memexport_stream_constants() const {
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return memexport_stream_constants_;
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}
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// Current line number in the ucode disassembly.
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size_t ucode_disasm_line_number() const { return ucode_disasm_line_number_; }
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@ -230,6 +236,7 @@ class ShaderTranslator {
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bool uses_register_dynamic_addressing_ = false;
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bool writes_color_targets_[4] = {false, false, false, false};
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bool writes_depth_ = false;
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std::set<uint32_t> memexport_stream_constants_;
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static const AluOpcodeInfo alu_vector_opcode_infos_[0x20];
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static const AluOpcodeInfo alu_scalar_opcode_infos_[0x40];
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