[D3D12] DXBC: Portion of result storing
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@ -1123,6 +1123,134 @@ void DxbcShaderTranslator::UnloadDxbcSourceOperand(
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}
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}
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void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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uint32_t reg, bool replicate_x) {
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if (result.storage_target == InstructionStorageTarget::kNone ||
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!result.has_any_writes()) {
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return;
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}
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uint32_t saturate_bit =
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ENCODE_D3D10_SB_INSTRUCTION_SATURATE(result.is_clamped);
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// Scalar targets get only one component.
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if (result.storage_target == InstructionStorageTarget::kPointSize ||
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result.storage_target == InstructionStorageTarget::kDepth) {
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if (!result.write_mask[0]) {
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return;
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}
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SwizzleSource component = result.components[0];
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if (replicate_x && component <= SwizzleSource::kW) {
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component = SwizzleSource::kX;
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}
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// Both r[imm32] and imm32 operands are 2 tokens long.
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switch (result.storage_target) {
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case InstructionStorageTarget::kPointSize:
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5) | saturate_bit);
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b0100, 1));
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shader_code_.push_back(kVSOutPointParametersRegister);
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break;
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case InstructionStorageTarget::kDepth:
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writes_depth_ = true;
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4) | saturate_bit);
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
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break;
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default:
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assert_unhandled_case(result.storage_target);
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return;
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}
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if (component <= SwizzleSource::kW) {
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shader_object_.push_back(EncodeVectorSelectOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, uint32_t(component), 1));
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shader_object_.push_back(reg);
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} else {
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_object_.push_back(component == SwizzleSource::k1 ? 0x3F800000 : 0);
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}
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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return;
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}
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// Get the write masks and data required for loading of both the swizzled part
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// and the constant (zero/one) part.
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uint32_t swizzle_mask = 0;
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uint32_t swizzle_components = 0;
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uint32_t swizzle_shift = 0;
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uint32_t constant_mask = 0;
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uint32_t constant_values = 0;
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uint32_t constant_shift = 0;
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for (uint32_t i = 0; i < 4; ++i) {
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if (!result.write_mask[i]) {
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continue;
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}
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SwizzleSource component = result.components[i];
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if (component <= SwizzleSource::kW) {
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swizzle_mask |= 1 << i;
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// If replicating X, just keep zero swizzle (XXXX).
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if (!replicate_x) {
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swizzle_components |= uint32_t(component) << swizzle_shift;
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swizzle_shift += 2;
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}
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} else {
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constant_mask |= 1 << i;
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constant_values |= (component == SwizzleSource::k1 ? 1 : 0)
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<< constant_shift;
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++constant_shift;
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}
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}
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// Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
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for (uint32_t i = 0; i < 2; ++i) {
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uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
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if (mask == 0) {
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continue;
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}
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// r# for the swizzled part, 4-component imm32 for the constant part.
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uint32_t source_length = i == 0 ? 2 : 5;
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switch (result.storage_target) {
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case InstructionStorageTarget::kRegister:
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// TODO(Triang3l): Register store.
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continue;
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break;
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case InstructionStorageTarget::kInterpolant:
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// TODO(Triang3l): Interpolant store.
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continue;
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break;
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case InstructionStorageTarget::kPosition:
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// TODO(Triang3l): Position store.
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continue;
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break;
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case InstructionStorageTarget::kColorTarget:
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// TODO(Triang3l): Color target store.
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continue;
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break;
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default:
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continue;
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}
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if (i == 0) {
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// Copy from the source r#.
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shader_object_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, swizzle_components, 1));
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shader_object_.push_back(reg);
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} else {
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// Load constants.
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shader_object_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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for (uint32_t j = 0; j < 4; ++j) {
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shader_object_.push_back((constant_values & (1 << j)) ? 0x3F800000 : 0);
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}
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}
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}
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}
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void DxbcShaderTranslator::ProcessVectorAluInstruction(
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const ParsedAluInstruction& instr) {
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// TODO(Triang3l): Predicate.
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@ -3103,18 +3231,50 @@ void DxbcShaderTranslator::WriteShaderCode() {
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stat_.temp_array_count += register_count();
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}
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// Pixel shader color output (remapped in the end of the shader).
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if (is_pixel_shader()) {
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_object_.push_back(GetColorIndexableTemp());
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shader_object_.push_back(4);
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shader_object_.push_back(4);
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stat_.temp_array_count += 4;
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}
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// Initialize the depth output if used, which must be initialized on every
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// execution path.
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if (is_pixel_shader() && writes_depth_) {
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shader_object_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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// execution path, and also initialize color outputs to make them stable if
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// the shader somehow didn't write to them on its execution path.
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if (is_pixel_shader()) {
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for (uint32_t i = 0; i < 4; ++i) {
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_object_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_object_.push_back(GetColorIndexableTemp());
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shader_object_.push_back(i);
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shader_object_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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}
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if (writes_depth_) {
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
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shader_object_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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}
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// Write the translated shader code.
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@ -187,6 +187,12 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// Frees the last allocated internal r# registers for later reuse.
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void PopSystemTemp(uint32_t count = 1);
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// Gets the x# register array used for color outputs (since colors are
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// remapped).
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inline uint32_t GetColorIndexableTemp() const {
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return uses_register_dynamic_addressing() ? 1 : 0;
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}
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// Writing the prologue.
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void StartVertexShader_SwapVertexIndex();
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void StartVertexShader();
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@ -246,6 +252,10 @@ class DxbcShaderTranslator : public ShaderTranslator {
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uint32_t select_component = 4, bool negate = false);
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void UnloadDxbcSourceOperand(const DxbcSourceOperand& operand);
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// Writes xyzw or xxxx of the specified r# to the destination.
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void StoreResult(const InstructionResult& result, uint32_t reg,
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bool replicate_x);
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void ProcessVectorAluInstruction(const ParsedAluInstruction& instr);
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void ProcessScalarAluInstruction(const ParsedAluInstruction& instr);
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