[D3D12] Cleanup primitive types and front/back facing

This commit is contained in:
Triang3l
2019-07-13 22:25:03 +03:00
parent a16a746432
commit 4825e69fda
12 changed files with 323 additions and 303 deletions

View File

@@ -761,14 +761,15 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
// Copy the domain location to r0.yz (for quad patches) or r0.xyz (for
// triangle patches), and also set the domain in STAT.
uint32_t domain_location_mask, domain_location_swizzle;
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
domain_location_mask = 0b0111;
// ZYX swizzle with r1.y == 0, according to the water shader in
// Banjo-Kazooie: Nuts & Bolts.
domain_location_swizzle = 0b00000110;
stat_.tessellator_domain = D3D11_SB_TESSELLATOR_DOMAIN_TRI;
} else {
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
// According to the ground shader in Viva Pinata, though it's impossible
// (as of December 12th, 2018) to test there since it possibly requires
// memexport for ground control points (the memory region with them is
@@ -807,8 +808,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
// TODO(Triang3l): Investigate what should be written for primitives (or
// even control points) for non-adaptive tessellation modes (they may
// possibly have an index buffer).
// TODO(Triang3l): Support line patches.
uint32_t primitive_id_gpr_index =
vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0;
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 1 : 0;
if (register_count() > primitive_id_gpr_index) {
uint32_t primitive_id_temp = uses_register_dynamic_addressing()
@@ -877,9 +879,11 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
//
// Direct3D 12 appears to be passing the coordinates in a consistent
// order, so we can just use ZYX for triangle patches.
//
// TODO(Triang3l): Support line patches.
uint32_t domain_location_swizzle_mask =
vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 0b0010
: 0b0001;
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 0b0010
: 0b0001;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + temp_register_operand_length));
@@ -4152,11 +4156,12 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
// FXC refuses to compile without SV_TessFactor and SV_InsideTessFactor input,
// so this is required.
uint32_t tess_factor_count_edge, tess_factor_count_inside;
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
tess_factor_count_edge = 3;
tess_factor_count_inside = 1;
} else {
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
tess_factor_count_edge = 4;
tess_factor_count_inside = 2;
}
@@ -4172,7 +4177,7 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
shader_object_.push_back(0);
shader_object_.push_back(
i < tess_factor_count_edge ? i : (i - tess_factor_count_edge));
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
if (i < tess_factor_count_edge) {
// D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR.
shader_object_.push_back(13);
@@ -4181,7 +4186,8 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
shader_object_.push_back(14);
}
} else {
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
if (i < tess_factor_count_edge) {
// D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR.
shader_object_.push_back(11);
@@ -4401,11 +4407,12 @@ void DxbcShaderTranslator::WriteShaderCode() {
// as both vertex shader and domain shader.
uint32_t control_point_count;
D3D11_SB_TESSELLATOR_DOMAIN domain;
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
control_point_count = 3;
domain = D3D11_SB_TESSELLATOR_DOMAIN_TRI;
} else {
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
control_point_count = 4;
domain = D3D11_SB_TESSELLATOR_DOMAIN_QUAD;
}
@@ -4597,10 +4604,11 @@ void DxbcShaderTranslator::WriteShaderCode() {
if (IsDxbcDomainShader()) {
// Domain location input (barycentric for triangles, UV for quads).
uint32_t domain_location_mask;
if (vertex_shader_type_ == VertexShaderType::kTriangleDomain) {
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
domain_location_mask = 0b0111;
} else {
assert_true(vertex_shader_type_ == VertexShaderType::kQuadDomain);
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
domain_location_mask = 0b0011;
}
shader_object_.push_back(