Detect write to psize and include conditionally.
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0efd7b4a62
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@ -136,9 +136,11 @@ int D3D11GeometryShader::Generate(D3D11VertexShader* vertex_shader,
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" float4 o[%d] : XE_O;\n",
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D3D11Shader::MAX_INTERPOLATORS);
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}
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if (alloc_counts.point_size) {
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output->Append(
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" float4 oPointSize : PSIZE;\n");
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}
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output->Append(
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// TODO(benvanik): only pull in point size if required.
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" float4 oPointSize : PSIZE;\n"
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"};\n");
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output->Append(
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@ -163,6 +165,8 @@ int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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return 1;
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}
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auto alloc_counts = vertex_shader->alloc_counts();
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// TODO(benvanik): fetch default point size from register and use that if
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// the VS doesn't write oPointSize.
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// TODO(benvanik): clamp to min/max.
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@ -176,8 +180,19 @@ int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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" float2( 1.0, 1.0),\n"
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" float2(-1.0, -1.0),\n"
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" float2( 1.0, -1.0),\n"
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" };\n"
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" float psize = max(input[0].oPointSize.x, 1.0);\n"
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" };\n");
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if (alloc_counts.point_size) {
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// Point size specified in input.
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// TODO(benvanik): pull in psize min/max.
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output->Append(
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" float psize = max(input[0].oPointSize.x, 1.0);\n");
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} else {
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// Point size from register.
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// TODO(benvanik): pull in psize.
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output->Append(
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" float psize = 1.0;\n");
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}
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output->Append(
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" for (uint n = 0; n < 4; n++) {\n"
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" VERTEX v = input[0];\n"
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" v.oPos.xy += offsets[n] * psize;\n"
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@ -204,6 +219,8 @@ int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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return 1;
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}
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auto alloc_counts = vertex_shader->alloc_counts();
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output->Append(
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"[maxvertexcount(4)]\n"
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"void main(triangle VERTEX input[3], inout TriangleStream<VERTEX> output) {\n"
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@ -212,10 +229,11 @@ int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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" output.Append(v);\n"
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" }\n"
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" VERTEX v = input[2];\n"
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" v.oPos += input[1].oPos - input[0].oPos;\n"
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// TODO(benvanik): only if needed?
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" v.oPos += input[1].oPos - input[0].oPos;\n");
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if (alloc_counts.point_size) {
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output->Append(
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" v.oPointSize += input[1].oPointSize - input[0].oPointSize;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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}
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for (uint32_t n = 0; n < alloc_counts.params; n++) {
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// TODO(benvanik): this may be wrong - the count is a bad metric.
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output->Append(
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@ -449,8 +449,10 @@ const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
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" float4 o[%d] : XE_O;\n",
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MAX_INTERPOLATORS);
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}
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if (alloc_counts_.point_size) {
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output->append(
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" float4 oPointSize : PSIZE;\n");
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}
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output->append(
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"};\n");
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@ -461,8 +463,11 @@ const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
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// Always write position, as some shaders seem to only write certain values.
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output->append(
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" o.oPos = float4(0.0, 0.0, 0.0, 0.0);\n"
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" o.oPos = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (alloc_counts_.point_size) {
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output->append(
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" o.oPointSize = float4(1.0, 0.0, 0.0, 0.0);\n");
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}
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// TODO(benvanik): remove this, if possible (though the compiler may be smart
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// enough to do it for us).
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@ -127,8 +127,18 @@ void Shader::GatherExec(const instr_cf_exec_t* cf) {
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}
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} else {
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// TODO(benvanik): gather registers used, predicate bits used, etc.
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/*const instr_alu_t* alu =
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(const instr_alu_t*)(dwords_ + alu_off * 3);*/
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const instr_alu_t* alu =
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(const instr_alu_t*)(dwords_ + alu_off * 3);
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if (alu->vector_write_mask) {
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if (alu->export_data && alu->vector_dest == 63) {
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alloc_counts_.point_size = true;
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}
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}
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if (alu->scalar_write_mask || !alu->vector_write_mask) {
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if (alu->export_data && alu->scalar_dest == 63) {
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alloc_counts_.point_size = true;
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}
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}
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}
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sequence >>= 2;
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}
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@ -57,6 +57,7 @@ public:
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uint32_t positions;
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uint32_t params;
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uint32_t memories;
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bool point_size;
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} alloc_counts_t;
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const alloc_counts_t& alloc_counts() const { return alloc_counts_; }
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