[D3D12] DXBC: Shorten texture degamma

This commit is contained in:
Triang3l 2018-09-13 09:38:14 +03:00
parent 461fd3f693
commit cfef083271
1 changed files with 47 additions and 63 deletions

View File

@ -4196,6 +4196,9 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
// color values in 0...1 range, and this is closer to the storage // color values in 0...1 range, and this is closer to the storage
// format, while exponent bias is closer to the actual usage in shaders. // format, while exponent bias is closer to the actual usage in shaders.
uint32_t signs_temp = PushSystemTemp(); uint32_t signs_temp = PushSystemTemp();
// Additionally allocate some temps needed to apply this.
uint32_t signs_value_temp = PushSystemTemp();
uint32_t signs_select_temp = PushSystemTemp();
// Extract the sign values from dword 0 ([0].x or [1].z) of the fetch // Extract the sign values from dword 0 ([0].x or [1].z) of the fetch
// constant, in bits 2:3, 4:5, 6:7 and 8:9. // constant, in bits 2:3, 4:5, 6:7 and 8:9.
shader_code_.push_back( shader_code_.push_back(
@ -4230,13 +4233,12 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
// texture. // texture.
// Expand 0...1 to -1...1 (for normal and DuDv maps, for instance). // Expand 0...1 to -1...1 (for normal and DuDv maps, for instance).
uint32_t color_biased_temp = PushSystemTemp();
shader_code_.push_back( shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_biased_temp); shader_code_.push_back(signs_value_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_); shader_code_.push_back(system_temp_pv_);
@ -4255,13 +4257,12 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.float_instruction_count; ++stat_.float_instruction_count;
// Change the color to the biased one where needed. // Change the color to the biased one where needed.
uint32_t signs_are_bias_temp = PushSystemTemp();
shader_code_.push_back( shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) | ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(signs_are_bias_temp); shader_code_.push_back(signs_select_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(signs_temp); shader_code_.push_back(signs_temp);
@ -4281,65 +4282,20 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
shader_code_.push_back(system_temp_pv_); shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(signs_are_bias_temp); shader_code_.push_back(signs_select_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_biased_temp); shader_code_.push_back(signs_value_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_); shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.movc_instruction_count; ++stat_.movc_instruction_count;
// Release color_biased_temp and signs_are_bias_temp.
PopSystemTemp(2);
// Linearize the texture if it's stored in a gamma format. // Linearize the texture if it's stored in a gamma format.
// TODO(Triang3l): Check how SetPWLGamma effects this - currently using // TODO(Triang3l): Check how SetPWLGamma effects this - currently using
// the default curve. // the default curve.
// Check which components need gamma correction.
uint32_t signs_are_gamma_temp = PushSystemTemp();
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(signs_are_gamma_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(signs_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
++stat_.instruction_count;
++stat_.int_instruction_count;
uint32_t gamma_pieces_temp = PushSystemTemp();
for (uint32_t i = 0; i < 4; ++i) { for (uint32_t i = 0; i < 4; ++i) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(signs_are_gamma_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Gamma can only be corrected in the 0...1 range.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Calculate how far we are on each piece of the curve. Multiply by // Calculate how far we are on each piece of the curve. Multiply by
// 1/width of each piece, subtract start/width of it and saturate. // 1/width of each piece, subtract start/width of it and saturate.
shader_code_.push_back( shader_code_.push_back(
@ -4348,7 +4304,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gamma_pieces_temp); shader_code_.push_back(signs_select_temp);
shader_code_.push_back( shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1)); EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(system_temp_pv_); shader_code_.push_back(system_temp_pv_);
@ -4381,10 +4337,10 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10)); ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back( shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1)); EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
shader_code_.push_back(system_temp_pv_); shader_code_.push_back(signs_value_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1)); D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(gamma_pieces_temp); shader_code_.push_back(signs_select_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand( shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0)); D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 0.25 * 0.25 // 0.25 * 0.25
@ -4397,17 +4353,45 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
shader_code_.push_back(0x3F000000u); shader_code_.push_back(0x3F000000u);
++stat_.instruction_count; ++stat_.instruction_count;
++stat_.float_instruction_count; ++stat_.float_instruction_count;
// Done with this component.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
} }
// Release signs_are_gamma_temp and gamma_pieces_temp. // Change the color to the linearized one where needed.
PopSystemTemp(2); shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(signs_select_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(signs_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
shader_code_.push_back(uint32_t(TextureSign::kGamma));
++stat_.instruction_count;
++stat_.int_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(signs_select_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(signs_value_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release signs_temp. // Release signs_temp, signs_value_temp and signs_select_temp.
PopSystemTemp(); PopSystemTemp(3);
// Apply exponent bias. // Apply exponent bias.
uint32_t exp_adjust_temp = PushSystemTemp(); uint32_t exp_adjust_temp = PushSystemTemp();