[D3D12] ROV: 32-bit loading, except for 7e3

This commit is contained in:
Triang3l
2018-10-12 20:06:40 +03:00
parent 3dc15dbb44
commit 10a3dc6d94
7 changed files with 809 additions and 482 deletions

View File

@@ -957,6 +957,166 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs() {
PopSystemTemp(2);
}
void DxbcShaderTranslator::CompletePixelShader_WriteToROV_LoadColor(
uint32_t edram_dword_offset_temp, uint32_t rt_index, uint32_t target_temp) {
// For indexing of the format constants.
uint32_t rt_pair_index = rt_index >> 1;
uint32_t rt_pair_swizzle = rt_index & 1 ? 0b11101010 : 0b01000000;
// Extract the needed flags.
uint32_t flags_temp = PushSystemTemp();
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(flags_temp);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFlags_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(kRTFlag_Format64bpp);
shader_code_.push_back(kRTFlag_FormatFixed);
shader_code_.push_back(kRTFlag_FormatFloat10);
shader_code_.push_back(kRTFlag_FormatFloat16);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Load the low 32 bits.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(target_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(edram_dword_offset_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 2));
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.texture_load_instructions;
// Unpack the low 32 bits, as signed because of k_16_16 and k_16_16_16_16
// (will be masked later if needed).
system_constants_used_ |= ((1ull << kSysConst_EDRAMRTPackWidthLowRT0_Index) |
(1ull << kSysConst_EDRAMRTPackOffsetLowRT0_Index))
<< rt_index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(target_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTPackWidthLowRT0_Vec + rt_index);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTPackOffsetLowRT0_Vec + rt_index);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXXXX, 1));
shader_code_.push_back(target_temp);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Mask the components to differentiate between signed and unsigned.
system_constants_used_ |= (1ull << kSysConst_EDRAMLoadMaskRT01_Index)
<< rt_pair_index;
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, 0b1111, 1));
shader_code_.push_back(target_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(target_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_pair_swizzle, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMLoadMaskRT01_Vec + rt_pair_index);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// TODO(Triang3l): 64bpp loading and unpacking.
// Convert from fixed-point.
uint32_t fixed_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ITOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(fixed_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(target_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
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, 0b1111, 1));
shader_code_.push_back(target_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(flags_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(fixed_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(target_temp);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release fixed_temp.
PopSystemTemp();
// TODO(Triang3l): Convert from 7e3.
// Convert from 16-bit float.
uint32_t f16_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_F16TOF32) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(f16_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(target_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
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, 0b1111, 1));
shader_code_.push_back(target_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(flags_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(f16_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(target_temp);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release f16_temp.
PopSystemTemp();
// Release flags_temp.
PopSystemTemp();
}
void DxbcShaderTranslator::CompletePixelShader_WriteToROV_StoreColor(
uint32_t edram_dword_offset_temp, uint32_t rt_index,
uint32_t source_and_scratch_temp) {
@@ -1355,14 +1515,80 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
++stat_.int_instruction_count;
// ***************************************************************************
// Test pixel writing.
// Write to color render targets.
// ***************************************************************************
CompletePixelShader_WriteToROV_StoreColor(edram_coord_temp, 0,
system_temp_color_[0]);
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFlags_Index;
// Release edram_coord_temp.
PopSystemTemp();
// Get what render targets need to be written to.
uint32_t rt_used_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(rt_used_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFlags_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(kRTFlag_Used);
shader_code_.push_back(kRTFlag_Used);
shader_code_.push_back(kRTFlag_Used);
shader_code_.push_back(kRTFlag_Used);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get what render targets need to be read (for write masks and blending).
uint32_t rt_loading_needed_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(rt_loading_needed_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFlags_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(kRTFlag_LoadingNeeded);
shader_code_.push_back(kRTFlag_LoadingNeeded);
shader_code_.push_back(kRTFlag_LoadingNeeded);
shader_code_.push_back(kRTFlag_LoadingNeeded);
++stat_.instruction_count;
++stat_.uint_instruction_count;
for (uint32_t i = 0; i < 4; ++i) {
// In case of overlap, the render targets with the lower index have higher
// priority since they usually have the most important value.
uint32_t rt_index = 3 - i;
// Check if the render target needs to be written to.
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, rt_index, 1));
shader_code_.push_back(rt_used_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
CompletePixelShader_WriteToROV_StoreColor(edram_coord_temp, rt_index,
system_temp_color_[rt_index]);
// Close the check whether the RT is used.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Release rt_used_temp, rt_loading_needed_temp and edram_coord_temp.
PopSystemTemp(3);
}
void DxbcShaderTranslator::CompletePixelShader() {
@@ -1503,8 +1729,9 @@ void DxbcShaderTranslator::CompletePixelShader() {
++stat_.float_instruction_count;
}
// Convert to gamma space (likely needs to be done after the exponent bias
// since gamma is a property of the storage format).
// Convert to gamma space.
// TODO(Triang3l): Do it after blending for ROV.
// https://steamcdn-a.akamaihd.net/apps/valve/2008/GDC2008_PostProcessingInTheOrangeBox.pdf
// Get which render targets need the conversion.
uint32_t gamma_toggle_temp = PushSystemTemp();
uint32_t gamma_pieces_temp = PushSystemTemp();
@@ -7898,17 +8125,21 @@ const DxbcShaderTranslator::SystemConstantRdef DxbcShaderTranslator::
// vec4 17
{"xe_edram_rt_pack_offset_low_rt3", RdefTypeIndex::kUint4, 272, 16},
// vec4 18
{"xe_edram_store_min_rt01", RdefTypeIndex::kFloat4, 288, 16},
{"xe_edram_rt_unpack_mask_low_rt01", RdefTypeIndex::kUint4, 288, 16},
// vec4 19
{"xe_edram_store_min_rt23", RdefTypeIndex::kFloat4, 304, 16},
{"xe_edram_rt_unpack_mask_low_rt23", RdefTypeIndex::kUint4, 304, 16},
// vec4 20
{"xe_edram_store_max_rt01", RdefTypeIndex::kFloat4, 320, 16},
{"xe_edram_store_min_rt01", RdefTypeIndex::kFloat4, 320, 16},
// vec4 21
{"xe_edram_store_max_rt23", RdefTypeIndex::kFloat4, 336, 16},
{"xe_edram_store_min_rt23", RdefTypeIndex::kFloat4, 336, 16},
// vec4 22
{"xe_edram_store_scale_rt01", RdefTypeIndex::kFloat4, 352, 16},
{"xe_edram_store_max_rt01", RdefTypeIndex::kFloat4, 352, 16},
// vec4 23
{"xe_edram_store_scale_rt23", RdefTypeIndex::kFloat4, 368, 16},
{"xe_edram_store_max_rt23", RdefTypeIndex::kFloat4, 368, 16},
// vec4 24
{"xe_edram_store_scale_rt01", RdefTypeIndex::kFloat4, 384, 16},
// vec4 25
{"xe_edram_store_scale_rt23", RdefTypeIndex::kFloat4, 400, 16},
};
void DxbcShaderTranslator::WriteResourceDefinitions() {