[GPU] Gather used memexport constants in shader translator

This commit is contained in:
Triang3l 2018-12-20 10:14:18 +03:00
parent dc0b468ea8
commit adc0eb87f6
3 changed files with 32 additions and 2 deletions

View File

@ -31,8 +31,8 @@ enum class InstructionStorageTarget {
kPosition,
// Result is stored to the point size export (gl_PointSize).
kPointSize,
// Result is stored as memexport destination address.
// [physical >> 2, ??, ??, ??]
// Result is stored as memexport destination address
// (see xenos::xe_gpu_memexport_stream_t).
kExportAddress,
// Result is stored to memexport destination data.
kExportData,
@ -583,6 +583,11 @@ class Shader {
return constant_register_map_;
}
// All c# registers used as the addend in MAD operations to eA.
const std::vector<uint32_t>& memexport_stream_constants() const {
return memexport_stream_constants_;
}
// Returns true if the given color target index [0-3].
bool writes_color_target(int i) const { return writes_color_targets_[i]; }
@ -634,6 +639,7 @@ class Shader {
std::vector<TextureBinding> texture_bindings_;
ConstantRegisterMap constant_register_map_ = {0};
bool writes_color_targets_[4] = {false, false, false, false};
std::vector<uint32_t> memexport_stream_constants_;
bool is_valid_ = false;
bool is_translated_ = false;

View File

@ -63,6 +63,7 @@ void ShaderTranslator::Reset() {
writes_color_targets_[i] = false;
}
writes_depth_ = false;
memexport_stream_constants_.clear();
}
bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
@ -174,6 +175,10 @@ bool ShaderTranslator::TranslateInternal(Shader* shader) {
for (size_t i = 0; i < xe::countof(writes_color_targets_); ++i) {
shader->writes_color_targets_[i] = writes_color_targets_[i];
}
shader->memexport_stream_constants_.clear();
for (uint32_t memexport_stream_constant : memexport_stream_constants_) {
shader->memexport_stream_constants_.push_back(memexport_stream_constant);
}
shader->is_valid_ = true;
shader->is_translated_ = true;
@ -282,6 +287,18 @@ void ShaderTranslator::GatherInstructionInformation(
writes_depth_ = true;
}
}
// Store used memexport constants because CPU code needs addresses
// and sizes. eA is (hopefully) always written to using:
// mad eA, r#, const0100, c#
// (though there are some exceptions, shaders in Halo 3 for some
// reason set eA to zeros, but the swizzle of the constant is not
// .xyzw in this case, and they don't write to eM#).
if (op.vector_dest() == 32 &&
op.vector_opcode() == AluVectorOpcode::kMad &&
op.vector_write_mask() == 0b1111 && !op.src_is_temp(3) &&
op.src_swizzle(3) == 0) {
memexport_stream_constants_.insert(op.src_reg(3));
}
} else {
if (op.is_vector_dest_relative()) {
uses_register_dynamic_addressing_ = true;

View File

@ -11,6 +11,7 @@
#define XENIA_GPU_SHADER_TRANSLATOR_H_
#include <memory>
#include <set>
#include <string>
#include <vector>
@ -65,6 +66,11 @@ class ShaderTranslator {
const std::vector<Shader::TextureBinding>& texture_bindings() const {
return texture_bindings_;
}
// All c# registers used as the addend in MAD operations to eA, populated
// before translation occurs.
const std::set<uint32_t>& memexport_stream_constants() const {
return memexport_stream_constants_;
}
// Current line number in the ucode disassembly.
size_t ucode_disasm_line_number() const { return ucode_disasm_line_number_; }
@ -230,6 +236,7 @@ class ShaderTranslator {
bool uses_register_dynamic_addressing_ = false;
bool writes_color_targets_[4] = {false, false, false, false};
bool writes_depth_ = false;
std::set<uint32_t> memexport_stream_constants_;
static const AluOpcodeInfo alu_vector_opcode_infos_[0x20];
static const AluOpcodeInfo alu_scalar_opcode_infos_[0x40];