[D3D12] DXBC exec and predicate

This commit is contained in:
Triang3l
2018-09-10 21:35:12 +03:00
parent b0fdab1754
commit 20e607a35c
2 changed files with 206 additions and 16 deletions

View File

@@ -95,6 +95,9 @@ class DxbcShaderTranslator : public ShaderTranslator {
void ProcessLabel(uint32_t cf_index) override;
void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) override;
void ProcessTextureFetchInstruction(
@@ -300,6 +303,32 @@ class DxbcShaderTranslator : public ShaderTranslator {
void StoreResult(const InstructionResult& result, uint32_t reg,
bool replicate_x);
// The nesting of `if` instructions is the following:
// - pc checks (labels).
// - Bool constant checks (can only be done by exec).
// - Predicate checks (can be done both by exec and by instructions).
// It's probably fine to place instruction predicate checks and exec predicate
// on the same level rather than creating another level for instruction-level
// predicates, because (at least in Halo 3), in a `(p0) exec`, all
// instructions are `(p0)`, and `setp` isn't invoked in `(p0) exec`. Another
// possible constraint making things easier is labels not appearing within
// execs - so a label doesn't have to recheck the exec's condition.
// TODO(Triang3l): Check if these control flow constrains are true for all
// games.
// Closes the current predicate `if` (but doesn't reset the current exec's
// predicate).
void ClosePredicate();
// Updates the current predicate, placing if/endif when needed. This MUST be
// called before emitting any translated instructions because the exec
// implementation here doesn't place if/endif, only defers updating the
// predicate.
void CheckPredicate(bool instruction_predicated,
bool instruction_predicate_condition);
// Opens or closes the `if` checking the value of a bool constant - call with
// kCfExecBoolConstantNone to force close.
void SetExecBoolConstant(uint32_t index, bool condition);
// Emits copde for endian swapping of the data located in pv.
void SwapVertexData(uint32_t vfetch_index, uint32_t write_mask);
@@ -470,6 +499,20 @@ class DxbcShaderTranslator : public ShaderTranslator {
// remapping).
uint32_t system_temp_color_[4];
// Whether a predicate `if` is open.
bool cf_currently_predicated_;
// Currently expected predicate value.
bool cf_current_predicate_condition_;
// Whether the current `exec` is predicated.
bool cf_exec_predicated_;
// Predicate condition in the current `exec`.
bool cf_exec_predicate_condition_;
// The bool constant number containing the condition for the current `exec`.
uint32_t cf_exec_bool_constant_;
static constexpr uint32_t kCfExecBoolConstantNone = UINT32_MAX;
// The expected value in the current conditional exec.
bool cf_exec_bool_constant_condition_;
bool writes_depth_;
std::vector<TextureSRV> texture_srvs_;