[D3D12] ROV: Fix 7e3 denormal read

This commit is contained in:
Triang3l 2018-10-14 15:43:41 +03:00
parent 5395183d98
commit fa968a9ecd
1 changed files with 39 additions and 17 deletions

View File

@ -1645,8 +1645,11 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
// Normalize the mantissa for denormalized numbers (with zero exponent -
// exponent can be used for selection in movc).
// Note that HLSL firstbithigh(x) is compiled to DXBC like:
// `x ? 31 - firstbit_hi(x) : -1`
// (it returns the index from the LSB, not the MSB, but -1 for zero as well).
// denormalized_temp = firstbithigh(mantissa)
// denormalized_temp = firstbit_hi(mantissa)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_FIRSTBIT_HI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
@ -1659,27 +1662,50 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
++stat_.instruction_count;
++stat_.uint_instruction_count;
// denormalized_temp = 7 - firstbithigh(mantissa)
// denormalized_temp = 7 - (31 - firstbit_hi(mantissa))
// Or, if expanded:
// denormalized_temp = firstbit_hi(mantissa) - 24
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(f10_denormalized_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(f10_denormalized_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(7);
shader_code_.push_back(7);
shader_code_.push_back(7);
shader_code_.push_back(7);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(
ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(D3D10_SB_OPERAND_MODIFIER_NEG));
shader_code_.push_back(f10_denormalized_temp);
shader_code_.push_back(uint32_t(-24));
shader_code_.push_back(uint32_t(-24));
shader_code_.push_back(uint32_t(-24));
shader_code_.push_back(uint32_t(-24));
++stat_.instruction_count;
++stat_.int_instruction_count;
// If mantissa is zero, then:
// denormalized_temp = 7 - (-1) = 8
// After this, it works like the following HLSL:
// denormalized_temp = 7 - firstbithigh(mantissa)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(f10_denormalized_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(f10_mantissa_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(f10_denormalized_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// If the number is not denormalized, make
// `(mantissa << (7 - firstbithigh(mantissa))) & 0x7F`
// a no-op - zero 7 - firstbithigh(mantissa).
@ -2858,10 +2884,6 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.instruction_count;
++stat_.int_instruction_count;
// TODO(Triang3l): Handle 64bpp - the pitch in tiles and the X tile index are
// multiplied by 2, the tile index now contains the index of a pair of tiles,
// not one tile.
// Calculate the address in the EDRAM buffer.
// 1) Multiply tile Y index by the pitch and add X tile index to it to