[D3D12] ROV: Separate depth and stencil discard/writing

This commit is contained in:
Triang3l 2018-10-17 16:22:24 +03:00
parent 1c6d753e55
commit f5a90faeab
1 changed files with 108 additions and 19 deletions

View File

@ -3593,17 +3593,17 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
// TODO(Triang3l): Do depth/stencil before the translated shader if possible.
// ***************************************************************************
uint32_t depth_stencil_flags_temp = PushSystemTemp();
uint32_t depth_stencil_control_temp = PushSystemTemp();
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
// Check if anything related to depth/stencil needs to be done at all, and get
// the conditions of passing the depth test - as 0 or 0xFFFFFFFF - into
// depth_stencil_flags_temp.
// depth_stencil_control_temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(1);
@ -3631,7 +3631,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
@ -3730,7 +3730,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
shader_code_.push_back(depth_stencil_test_result_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
@ -3772,7 +3772,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
@ -3796,7 +3796,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
@ -3806,9 +3806,77 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.movc_instruction_count;
// TODO(Triang3l): Do stencil testing.
// Get the bit to check if stencil test needs to be done.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(depth_stencil_control_temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_StencilTest);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Discard the pixel if depth/stencil test failed.
// Check if stencil test needs to be done.
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, 0, 1));
shader_code_.push_back(depth_stencil_control_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// ***************************************************************************
// Stencil test begins here.
//
// The resulting stencil will overwrite the original stencil in
// system_temp_depth_.z.
// ***************************************************************************
// TODO(Triang3l): Actually do the stencil test.
// Preserve the original color value if either depth or stencil test has
// failed because when stencil testing is enabled, something will be written
// since stencil may be modified on failure too (if stencil is disabled,
// there's a discard later, in the "else" case, that will prevent depth
// modification too).
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, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_test_result_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// ***************************************************************************
// Stencil test ends here.
// ***************************************************************************
// If not doing stencil test, it's safe to discard a bit earlier - no need to
// modify the stencil, no need to modify the depth and to write to the memory.
// Check if stencil test is not done.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Discard the pixel if depth test failed and no stencil testing.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(D3D10_SB_INSTRUCTION_TEST_ZERO) |
@ -3818,8 +3886,10 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
shader_code_.push_back(depth_stencil_test_result_temp);
++stat_.instruction_count;
// Release depth_stencil_test_result_temp.
PopSystemTemp();
// Stencil test done.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get the bit to check if need to write the new depth/stencil value.
// The write masks of depth specifically and stencil specifically are handled
@ -3828,7 +3898,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
@ -3847,14 +3917,15 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_flags_temp);
shader_code_.push_back(depth_stencil_control_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Shift the depth into the higher bits.
// TODO(Triang3l): UMAD the new stencil there when stencil is added.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
// Combine depth (in system_temp_depth_.x) and stencil (in
// system_temp_depth_.z - either new, if stencil test is enabled, or
// unchanged, if it's disabled) into system_temp_depth_.x.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_depth_);
@ -3863,7 +3934,10 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
shader_code_.push_back(system_temp_depth_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
shader_code_.push_back(256);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_depth_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
@ -3889,12 +3963,27 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Discard the pixel if depth/stencil test failed. This needs to be done after
// writing because stencil may be modified even if the depth/stencil test
// fails.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(depth_stencil_test_result_temp);
++stat_.instruction_count;
// Release depth_stencil_test_result_temp.
PopSystemTemp();
// Depth/stencil operations done.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Release depth_stencil_flags_temp.
// Release depth_stencil_control_temp.
PopSystemTemp();
// ***************************************************************************