[D3D12] Fixes to make things drawn

This commit is contained in:
Triang3l 2018-08-01 12:52:22 +03:00
parent 2cedd61009
commit dea463f79b
2 changed files with 49 additions and 28 deletions

View File

@ -600,11 +600,21 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63);
}
if (indexed) {
uint32_t index_base = index_buffer_info->guest_base & 0x1FFFFFFF;
uint32_t index_size = index_buffer_info->format == IndexFormat::kInt32
? sizeof(uint32_t)
: sizeof(uint16_t);
shared_memory_->UseRange(index_buffer_info->guest_base,
index_buffer_info->count * index_size);
index_base &= ~(index_size - 1);
uint32_t index_buffer_size = index_buffer_info->count * index_size;
shared_memory_->UseRange(index_base, index_buffer_size);
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.BufferLocation =
shared_memory_->GetGPUAddress() + index_base;
index_buffer_view.SizeInBytes = index_buffer_size;
index_buffer_view.Format = index_buffer_info->format == IndexFormat::kInt32
? DXGI_FORMAT_R32_UINT
: DXGI_FORMAT_R16_UINT;
command_list->IASetIndexBuffer(&index_buffer_view);
command_list->DrawIndexedInstanced(index_count, 1, 0, 0, 0);
} else {
command_list->DrawInstanced(index_count, 1, 0, 0);
@ -881,11 +891,11 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
// different register.
bool gl_clip_space_def =
!(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4));
float ndc_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? 1.0f / 1280.0f : 1.0f;
float ndc_scale_y = (pa_cl_vte_cntl & (1 << 2)) ? 1.0f / 1280.0f : 1.0f;
float ndc_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? 1.0f : 1.0f / 1280.0f;
float ndc_scale_y = (pa_cl_vte_cntl & (1 << 2)) ? 1.0f : 1.0f / 1280.0f;
float ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f;
float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? -1.0f : 0.0f;
float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? -1.0f : 0.0f;
float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? 0.0f : -1.0f;
float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? 0.0f : -1.0f;
float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
float pixel_half_pixel_offset = 0.0f;
if (pa_su_vtx_cntl & (1 << 0)) {
@ -978,14 +988,23 @@ bool D3D12CommandProcessor::UpdateBindings(
write_common_constant_views = true;
}
if (!cbuffer_bindings_bool_loop_.up_to_date) {
uint8_t* bool_loop_constants = constant_buffer_pool_->RequestFull(
256, nullptr, nullptr, &cbuffer_bindings_bool_loop_.buffer_address);
uint32_t* bool_loop_constants =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->RequestFull(
768, nullptr, nullptr,
&cbuffer_bindings_bool_loop_.buffer_address));
if (bool_loop_constants == nullptr) {
return false;
}
std::memcpy(bool_loop_constants,
&regs[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].u32,
40 * sizeof(uint32_t));
// Bool and loop constants are quadrupled to allow dynamic indexing.
for (uint32_t i = 0; i < 40; ++i) {
uint32_t bool_loop_constant =
regs[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 + i].u32;
uint32_t* bool_loop_constant_vector = bool_loop_constants + (i << 2);
bool_loop_constant_vector[0] = bool_loop_constant;
bool_loop_constant_vector[1] = bool_loop_constant;
bool_loop_constant_vector[2] = bool_loop_constant;
bool_loop_constant_vector[3] = bool_loop_constant;
}
cbuffer_bindings_bool_loop_.up_to_date = true;
write_common_constant_views = true;
}
@ -1080,7 +1099,7 @@ bool D3D12CommandProcessor::UpdateBindings(
// Bool/loop constants (b1).
constant_buffer_desc.BufferLocation =
cbuffer_bindings_bool_loop_.buffer_address;
constant_buffer_desc.SizeInBytes = 256;
constant_buffer_desc.SizeInBytes = 768;
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;

View File

@ -165,6 +165,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
// Common declarations.
// Only up to 14 constant buffers can be used on binding tiers 1 and 2.
// Bool and loop constants are quadrupled to allow dynamic indexing (constant
// registers are vectors).
source.Append(
"cbuffer xe_system_constants : register(b0) {\n"
" float3 xe_mul_rcp_w;\n"
@ -179,8 +181,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
"};\n"
"\n"
"cbuffer xe_loop_bool_constants : register(b1) {\n"
" uint xe_bool_constants[8];\n"
" uint xe_loop_constants[32];\n"
" uint4 xe_bool_constants[8];\n"
" uint4 xe_loop_constants[32];\n"
"};\n"
"\n"
"struct XeFloatConstantPage {\n"
@ -381,7 +383,7 @@ void HlslShaderTranslator::ProcessExecInstructionBegin(
EmitSourceDepth("{\n");
break;
case ParsedExecInstruction::Type::kConditional:
EmitSourceDepth("if ((xe_bool_constants[%u] & (1u << %uu)) %c= 0u) {\n",
EmitSourceDepth("if ((xe_bool_constants[%u].x & (1u << %uu)) %c= 0u) {\n",
instr.bool_constant_index >> 5,
instr.bool_constant_index & 31,
instr.condition ? '!' : '=');
@ -413,14 +415,14 @@ void HlslShaderTranslator::ProcessLoopStartInstruction(
// Setup counter.
EmitSourceDepth("xe_loop_count.yzw = xe_loop_count.xyz;\n");
EmitSourceDepth("xe_loop_count.x = xe_loop_constants[%u] & 0xFFu;\n",
EmitSourceDepth("xe_loop_count.x = xe_loop_constants[%u].x & 0xFFu;\n",
instr.loop_constant_index);
// Setup relative indexing.
EmitSourceDepth("xe_aL = xe_aL.xxyz;\n");
if (!instr.is_repeat) {
// Push new loop starting index if not reusing the current one.
EmitSourceDepth("xe_aL.x = int((xe_loop_constants[%u] >> 8u) & 0xFFu);\n",
EmitSourceDepth("xe_aL.x = int((xe_loop_constants[%u].x >> 8u) & 0xFFu);\n",
instr.loop_constant_index);
}
@ -465,7 +467,7 @@ void HlslShaderTranslator::ProcessLoopEndInstruction(
Indent();
// Still looping. Adjust index and jump back to body.
EmitSourceDepth("xe_aL.x += int(xe_loop_constants[%u] << 8u) >> 24;\n",
EmitSourceDepth("xe_aL.x += int(xe_loop_constants[%u].x << 8u) >> 24;\n",
instr.loop_constant_index);
EmitSourceDepth("xe_pc = %uu; // Loop back to body L%u\n",
instr.loop_body_address, instr.loop_body_address);
@ -503,7 +505,7 @@ void HlslShaderTranslator::ProcessJumpInstruction(
EmitSourceDepth("{\n");
break;
case ParsedJumpInstruction::Type::kConditional:
EmitSourceDepth("if ((xe_bool_constants[%u] & (1u << %uu)) %c= 0u) {\n",
EmitSourceDepth("if ((xe_bool_constants[%u].x & (1u << %uu)) %c= 0u) {\n",
instr.bool_constant_index >> 5,
instr.bool_constant_index & 31,
instr.condition ? '!' : '=');
@ -605,10 +607,10 @@ void HlslShaderTranslator::EmitLoadOperand(size_t src_index,
op.storage_index & 31);
break;
case InstructionStorageSource::kConstantInt:
EmitSource("xe_loop_constants[%u]", op.storage_index);
EmitSource("xe_loop_constants[%u].x", op.storage_index);
break;
case InstructionStorageSource::kConstantBool:
EmitSource("float((xe_bool_constants[%u] >> %uu) & 1u)",
EmitSource("float((xe_bool_constants[%u].x >> %uu) & 1u)",
op.storage_index >> 5, op.storage_index & 31);
break;
default:
@ -625,11 +627,12 @@ void HlslShaderTranslator::EmitLoadOperand(size_t src_index,
"xe_float_constants[xe_src_index >> 5u].c[xe_src_index & 31u]");
break;
case InstructionStorageSource::kConstantInt:
EmitSource("xe_loop_constants[xe_src_index]");
EmitSource("xe_loop_constants[xe_src_index].x");
break;
case InstructionStorageSource::kConstantBool:
EmitSource("float((xe_bool_constants[xe_src_index >> 5u] >> "
"(xe_src_index & 31u)) & 1u)");
EmitSource(
"float((xe_bool_constants[xe_src_index >> 5u].x >> "
"(xe_src_index & 31u)) & 1u)");
break;
default:
assert_always();
@ -858,7 +861,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
}
EmitSourceDepth("xe_vertex_element%s = XeByteSwap(xe_shared_memory.Load%s(\n",
load_swizzle, load_function_suffix);
EmitSourceDepth(" ((xe_vertex_fetch[%uu].%c << 2u) & 0x1FFFFFFCu)",
EmitSourceDepth(" (xe_vertex_fetch[%uu].%c & 0x1FFFFFFCu)",
vfetch_index >> 1, (vfetch_index & 1) ? 'z' : 'x');
if (instr.attributes.stride != 0) {
EmitSource(" + uint(xe_src0.x) * %uu", instr.attributes.stride * 4);
@ -894,9 +897,8 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
EmitSourceDepth(
" uint4(0u, 10u, 20u, 30u)) & uint4((1023u).xxx, 3u);\n");
if (instr.attributes.is_signed) {
EmitSourceDepth(
"xe_pv = float4(int4(xe_vertex_element << uint4((22u).xxx, 3u))\n");
EmitSourceDepth(" >> int4((22).xxx, 3));\n");
EmitSourceDepth("xe_pv = float4(int4(xe_vertex_element <<\n");
EmitSourceDepth(" uint4((22u).xxx, 30u)) >> int4((22).xxx, 30));\n");
} else {
EmitSourceDepth("xe_pv = float4(xe_vertex_element);\n");
}