[D3D12] DXBC vertex W format
This commit is contained in:
@@ -517,7 +517,85 @@ void DxbcShaderTranslator::StartTranslation() {
|
||||
}
|
||||
|
||||
void DxbcShaderTranslator::CompleteVertexShader() {
|
||||
// TODO(Triang3l): vtx_fmt.
|
||||
// Revert getting the reciprocal of W and dividing XY by W if needed.
|
||||
// TODO(Triang3l): Check if having XY or Z pre-divided by W should enable
|
||||
// affine interpolation.
|
||||
rdef_constants_used_ |= 1ull
|
||||
<< uint32_t(RdefConstantIndex::kSysVertexWFormat);
|
||||
uint32_t w_format_temp = PushSystemTemp();
|
||||
// If the shader has returned 1/W, restore W. First take the reciprocal, which
|
||||
// may be either W (what we need) or 1/W, depending on the vertex W format.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_RCP) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(w_format_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// Then, if the shader returns 1/W (vtx_w0_fmt is 0), write 1/(1/W) to the
|
||||
// position.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
|
||||
kSysConst_VertexWFormat_Comp + 2, 3));
|
||||
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
|
||||
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
|
||||
shader_code_.push_back(kSysConst_VertexWFormat_Vec);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(w_format_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
// Multiply XYZ by W in case the shader returns XYZ/W and we'll need to
|
||||
// restore XYZ.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
shader_code_.push_back(w_format_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
++stat_.instruction_count;
|
||||
++stat_.float_instruction_count;
|
||||
// If vtx_xy_fmt and/or vtx_z_fmt are 1, XY and/or Z are pre-divided by W.
|
||||
// Restore them in this case.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
|
||||
kSysConst_VertexWFormat_Comp | (kSysConst_VertexWFormat_Comp << 2) |
|
||||
((kSysConst_VertexWFormat_Comp + 1) << 4),
|
||||
3));
|
||||
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
|
||||
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
|
||||
shader_code_.push_back(kSysConst_VertexWFormat_Vec);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(w_format_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||
shader_code_.push_back(system_temp_position_);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
// Release w_format_temp.
|
||||
PopSystemTemp();
|
||||
|
||||
// Apply scale for drawing without a viewport.
|
||||
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCScale);
|
||||
@@ -5976,6 +6054,7 @@ const DxbcShaderTranslator::RdefType DxbcShaderTranslator::rdef_types_[size_t(
|
||||
{"float4", 1, 3, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
|
||||
{"int", 0, 2, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
|
||||
{"uint", 0, 19, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
|
||||
{"uint3", 1, 19, 1, 3, 0, 0, RdefTypeIndex::kUnknown, nullptr},
|
||||
{"uint4", 1, 19, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
|
||||
{nullptr, 1, 19, 1, 4, 8, 0, RdefTypeIndex::kUint4, nullptr},
|
||||
{nullptr, 1, 19, 1, 4, 32, 0, RdefTypeIndex::kUint4, nullptr},
|
||||
@@ -5991,7 +6070,7 @@ const DxbcShaderTranslator::RdefConstant
|
||||
DxbcShaderTranslator::RdefConstantIndex::kCount)] = {
|
||||
// SYSTEM CONSTANTS MUST BE UPDATED IF THEIR LAYOUT CHANGES!
|
||||
// System constants vec4 0.
|
||||
{"xe_mul_rcp_w", RdefTypeIndex::kFloat3, 0, 12},
|
||||
{"xe_vertex_w_format", RdefTypeIndex::kUint3, 0, 12},
|
||||
{"xe_vertex_base_index", RdefTypeIndex::kUint, 12, 4},
|
||||
// System constants vec4 1.
|
||||
{"xe_ndc_scale", RdefTypeIndex::kFloat3, 16, 12},
|
||||
|
||||
Reference in New Issue
Block a user