[D3D12] DXBC: Don't use indexable temps unless needed

This commit is contained in:
Triang3l 2018-08-31 20:28:29 +03:00
parent dad10c30e9
commit da9f153a29
3 changed files with 22 additions and 89 deletions

View File

@ -42,81 +42,7 @@ void DxbcShaderTranslator::Reset() {
void DxbcShaderTranslator::CompleteVertexShaderCode() {}
void DxbcShaderTranslator::CompletePixelShaderCode() {
// Remap color outputs from Xbox 360 to Direct3D 12 indices.
// temp = xe_color_output_map;
// [unroll] for (uint i = 0; i < 4; ++i) {
// o[i] = x1[temp[i]];
// }
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
shader_code_.push_back(uint32_t(TempRegister::kColorOutputMap));
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_3D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
1, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
2, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
++stat_.instruction_count;
for (uint32_t i = 0; i < 4; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
shader_code_.push_back(i);
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_2D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
1, D3D10_SB_OPERAND_INDEX_RELATIVE));
shader_code_.push_back(1);
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(i) |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
shader_code_.push_back(uint32_t(TempRegister::kColorOutputMap));
++stat_.instruction_count;
++stat_.array_instruction_count;
++stat_.mov_instruction_count;
}
}
void DxbcShaderTranslator::CompletePixelShaderCode() {}
void DxbcShaderTranslator::CompleteShaderCode() {
// Write stage-specific epilogue.
@ -943,7 +869,18 @@ void DxbcShaderTranslator::WriteShaderCode() {
}
}
// General-purpose registers (x0).
// Temporary registers - system registers, and also Xbox 360 general-purpose
// registers if not using dynamic indexing.
stat_.temp_register_count =
uint32_t(TempRegister::kCount) +
(uses_register_relative_addressing() ? 0 : register_count());
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_TEMPS) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
shader_object_.push_back(stat_.temp_register_count);
// General-purpose registers if using dynamic indexing (x0).
if (uses_register_relative_addressing()) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
@ -953,16 +890,6 @@ void DxbcShaderTranslator::WriteShaderCode() {
// 4 components in each.
shader_object_.push_back(4);
stat_.temp_array_count += register_count();
// Color outputs on the Xbox 360 side (x1), for remapping to D3D12 bindings.
if (is_pixel_shader()) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(1);
shader_object_.push_back(4);
shader_object_.push_back(4);
stat_.temp_array_count += 4;
}
// Initialize the depth output if used, which must be initialized on every

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@ -130,6 +130,7 @@ class DxbcShaderTranslator : public ShaderTranslator {
kPSInPointParametersRegister + 1;
enum class TempRegister {
// Color output map in pixel shader epilogue.
kColorOutputMap,
kCount,

View File

@ -45,6 +45,11 @@ class ShaderTranslator {
bool is_vertex_shader() const { return shader_type_ == ShaderType::kVertex; }
// True if the current shader is a pixel shader.
bool is_pixel_shader() const { return shader_type_ == ShaderType::kPixel; }
// True if the current shader addresses general-purpose registers with dynamic
// indices.
bool uses_register_relative_addressing() const {
return uses_register_relative_addressing_;
}
// A list of all vertex bindings, populated before translation occurs.
const std::vector<Shader::VertexBinding>& vertex_bindings() const {
return vertex_bindings_;