[GPU] Shader::HostVertexShaderType enum for domain shader types

This commit is contained in:
Triang3l
2020-04-06 00:03:23 +03:00
parent 8da8044771
commit 4b9f63cdf1
12 changed files with 492 additions and 443 deletions

View File

@@ -452,108 +452,111 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
DxbcSrc::LF(0.0f));
}
if (IsDxbcVertexShader()) {
// Write the vertex index to GPR 0.
StartVertexShader_LoadVertexIndex();
} else if (IsDxbcDomainShader()) {
assert_true(register_count() >= 2);
if (register_count() != 0) {
uint32_t temp_register_operand_length =
uses_register_dynamic_addressing() ? 3 : 2;
// Remember that x# are only accessible via mov load or store - use a
// temporary variable if need to do any computations!
switch (host_vertex_shader_type()) {
case Shader::HostVertexShaderType::kVertex:
StartVertexShader_LoadVertexIndex();
break;
// 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 (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
domain_location_mask = 0b0111;
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.xyz.
// ZYX swizzle with r1.y == 0, according to the water shader in
// Banjo-Kazooie: Nuts & Bolts.
domain_location_swizzle = 0b00000110;
stat_.tessellator_domain = DxbcTessellatorDomain::kTriangle;
} else {
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0111)
: DxbcDest::R(0, 0b0111),
DxbcSrc::VDomain(0b000110));
if (register_count() >= 2) {
// Copy the primitive index to r1.x as a float.
uint32_t primitive_id_temp =
uses_register_dynamic_addressing() ? PushSystemTemp() : 1;
DxbcOpUToF(DxbcDest::R(primitive_id_temp, 0b0001), DxbcSrc::VPrim());
if (uses_register_dynamic_addressing()) {
DxbcOpMov(DxbcDest::X(0, 1, 0b0001),
DxbcSrc::R(primitive_id_temp, DxbcSrc::kXXXX));
// Release primitive_id_temp.
PopSystemTemp();
}
// Write the swizzle of the barycentric coordinates to r1.y. It
// appears that the tessellator offloads the reordering of coordinates
// for edges to game shaders.
//
// In Banjo-Kazooie: Nuts & Bolts, the water shader multiplies the
// first control point's position by r0.z, the second CP's by r0.y,
// and the third CP's by r0.x. But before doing that it swizzles
// r0.xyz the following way depending on the value in r1.y:
// - ZXY for 1.0.
// - YZX for 2.0.
// - XZY for 4.0.
// - YXZ for 5.0.
// - ZYX for 6.0.
// Possibly, the logic here is that the value itself is the amount of
// rotation of the swizzle to the right, and 1 << 2 is set when the
// swizzle needs to be flipped before rotating.
//
// Direct3D 12 appears to be passing the coordinates in a consistent
// order, so can just use ZYX for triangle patches.
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, 0b0010)
: DxbcDest::R(1, 0b0010),
DxbcSrc::LF(0.0f));
}
}
break;
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.yz.
// According to the ground shader in Viva Pinata, though it's untested
// as of April 4th, 2020.
domain_location_mask = 0b0110;
domain_location_swizzle = 0b00000100;
stat_.tessellator_domain = DxbcTessellatorDomain::kQuad;
}
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 0, domain_location_mask)
: DxbcDest::R(0, domain_location_mask),
DxbcSrc::VDomain(domain_location_swizzle));
// Copy the primitive index to r0.x (for quad patches) or r1.x (for
// triangle patches) as a float.
// When using indexable temps, copy through a r# because x# are apparently
// only accessible via mov.
// 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 =
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 1 : 0;
if (register_count() > primitive_id_gpr_index) {
uint32_t primitive_id_temp = uses_register_dynamic_addressing()
? PushSystemTemp()
: primitive_id_gpr_index;
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0110)
: DxbcDest::R(0, 0b0110),
DxbcSrc::VDomain(0b000100));
// Copy the primitive index to r0.x as a float.
uint32_t primitive_id_temp =
uses_register_dynamic_addressing() ? PushSystemTemp() : 0;
DxbcOpUToF(DxbcDest::R(primitive_id_temp, 0b0001), DxbcSrc::VPrim());
if (uses_register_dynamic_addressing()) {
DxbcOpMov(DxbcDest::X(0, primitive_id_gpr_index, 0b0001),
DxbcOpMov(DxbcDest::X(0, 0, 0b0001),
DxbcSrc::R(primitive_id_temp, DxbcSrc::kXXXX));
// Release primitive_id_temp.
PopSystemTemp();
}
if (register_count() >= 2) {
// Write the swizzle of the barycentric coordinates to r1.x. It
// appears that the tessellator offloads the reordering of coordinates
// for edges to game shaders.
//
// In Viva Pinata, if we assume that r0.y is V and r0.z is U, the
// factors each control point value is multiplied by are the
// following:
// - (1-v)*(1-u), v*(1-u), (1-v)*u, v*u for 0.0 (base swizzle).
// - v*(1-u), (1-v)*(1-u), v*u, (1-v)*u for 1.0 (YXWZ).
// - v*u, (1-v)*u, v*(1-u), (1-v)*(1-u) for 2.0 (WZYX).
// - (1-v)*u, v*u, (1-v)*(1-u), v*(1-u) for 3.0 (ZWXY).
// According to the control point order at
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
// the first is located at (0,0), the second at (0,1), the third at
// (1,0) and the fourth at (1,1). So, swizzle index 0 appears to be
// the correct one. (This, however, hasn't been tested yet as of April
// 5th, 2020.)
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, 0b0001)
: DxbcDest::R(1, 0b0001),
DxbcSrc::LF(0.0f));
}
}
break;
if (register_count() >= 2) {
// Write the swizzle of the barycentric/UV coordinates to r1.x (for quad
// patches) or r1.y (for triangle patches). It appears that the
// tessellator offloads the reordering of coordinates for edges to game
// shaders.
//
// In Banjo-Kazooie: Nuts & Bolts (triangle patches with per-edge
// factors), the shader multiplies the first control point's position by
// r0.z, the second CP's by r0.y, and the third CP's by r0.x. But before
// doing that it swizzles r0.xyz the following way depending on the
// value in r1.y:
// - ZXY for 1.0.
// - YZX for 2.0.
// - XZY for 4.0.
// - YXZ for 5.0.
// - ZYX for 6.0.
// Possibly, the logic here is that the value itself is the amount of
// rotation of the swizzle to the right, and 1 << 2 is set when the
// swizzle needs to be flipped before rotating.
//
// In Viva Pinata (quad patches with per-edge factors - not possible to
// test however as of December 12th, 2018), if we assume that r0.y is V
// and r0.z is U, the factors each control point value is multiplied by
// are the following:
// - (1-v)*(1-u), v*(1-u), (1-v)*u, v*u for 0.0 (base swizzle).
// - v*(1-u), (1-v)*(1-u), v*u, (1-v)*u for 1.0 (YXWZ).
// - v*u, (1-v)*u, v*(1-u), (1-v)*(1-u) for 2.0 (WZYX).
// - (1-v)*u, v*u, (1-v)*(1-u), v*(1-u) for 3.0 (ZWXY).
// According to the control point order at
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
// the first is located at (0,0), the second at (0,1), the third at
// (1,0) and the fourth at (1,1). So, swizzle index 0 appears to be the
// correct one. But, this hasn't been tested yet.
//
// 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 =
patch_primitive_type() == PrimitiveType::kTrianglePatch ? 0b0010
: 0b0001;
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, domain_location_swizzle_mask)
: DxbcDest::R(1, domain_location_swizzle_mask),
DxbcSrc::LF(0.0f));
}
}
default:
// TODO(Triang3l): Support line and non-adaptive patches.
assert_unhandled_case(host_vertex_shader_type());
EmitTranslationError(
"Unsupported host vertex shader type in StartVertexOrDomainShader");
break;
}
}
@@ -3707,15 +3710,32 @@ 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 (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
tess_factor_count_edge = 3;
tess_factor_count_inside = 1;
} else {
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
tess_factor_count_edge = 4;
tess_factor_count_inside = 2;
uint32_t tess_factor_count_edge = 3, tess_factor_name_edge = 13;
uint32_t tess_factor_count_inside = 1, tess_factor_name_inside = 14;
switch (host_vertex_shader_type()) {
case Shader::HostVertexShaderType::kTriangleDomainConstant:
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
tess_factor_count_edge = 3;
// D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR.
tess_factor_name_edge = 13;
tess_factor_count_inside = 1;
// D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR.
tess_factor_name_inside = 14;
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
tess_factor_count_edge = 4;
// D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR.
tess_factor_name_edge = 11;
tess_factor_count_inside = 2;
// D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR.
tess_factor_name_inside = 12;
break;
default:
// TODO(Triang3l): Support line patches.
assert_unhandled_case(host_vertex_shader_type());
EmitTranslationError(
"Unsupported host vertex shader type in WritePatchConstantSignature");
}
uint32_t tess_factor_count_total =
tess_factor_count_edge + tess_factor_count_inside;
@@ -3729,24 +3749,10 @@ void DxbcShaderTranslator::WritePatchConstantSignature() {
shader_object_.push_back(0);
shader_object_.push_back(
i < tess_factor_count_edge ? i : (i - tess_factor_count_edge));
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
if (i < tess_factor_count_edge) {
// D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR.
shader_object_.push_back(13);
} else {
// D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR.
shader_object_.push_back(14);
}
if (i < tess_factor_count_edge) {
shader_object_.push_back(tess_factor_name_edge);
} else {
// 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);
} else {
// D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR.
shader_object_.push_back(12);
}
shader_object_.push_back(tess_factor_name_inside);
}
// D3D_REGISTER_COMPONENT_FLOAT32.
shader_object_.push_back(3);
@@ -3965,29 +3971,39 @@ void DxbcShaderTranslator::WriteShaderCode() {
// Inputs/outputs have 1D-indexed operands with a component mask and a
// register index.
uint32_t domain_location_mask = 0b0111;
if (IsDxbcDomainShader()) {
// Not using control point data since Xenos only has a vertex shader acting
// as both vertex shader and domain shader.
uint32_t control_point_count;
D3D11_SB_TESSELLATOR_DOMAIN domain;
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
control_point_count = 3;
domain = D3D11_SB_TESSELLATOR_DOMAIN_TRI;
} else {
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
control_point_count = 4;
domain = D3D11_SB_TESSELLATOR_DOMAIN_QUAD;
stat_.c_control_points = 3;
stat_.tessellator_domain = DxbcTessellatorDomain::kTriangle;
switch (host_vertex_shader_type()) {
case Shader::HostVertexShaderType::kTriangleDomainConstant:
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
stat_.c_control_points = 3;
stat_.tessellator_domain = DxbcTessellatorDomain::kTriangle;
domain_location_mask = 0b0111;
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
stat_.c_control_points = 4;
stat_.tessellator_domain = DxbcTessellatorDomain::kQuad;
domain_location_mask = 0b0011;
break;
default:
// TODO(Triang3l): Support line patches.
assert_unhandled_case(host_vertex_shader_type());
EmitTranslationError(
"Unsupported host vertex shader type in WriteShaderCode");
}
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
D3D11_SB_OPCODE_DCL_INPUT_CONTROL_POINT_COUNT) |
ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(control_point_count) |
ENCODE_D3D11_SB_INPUT_CONTROL_POINT_COUNT(stat_.c_control_points) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
stat_.c_control_points = control_point_count;
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_DCL_TESS_DOMAIN) |
ENCODE_D3D11_SB_TESS_DOMAIN(domain) |
ENCODE_D3D11_SB_TESS_DOMAIN(uint32_t(stat_.tessellator_domain)) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
}
@@ -4164,14 +4180,6 @@ void DxbcShaderTranslator::WriteShaderCode() {
if (IsDxbcVertexOrDomainShader()) {
if (IsDxbcDomainShader()) {
// Domain location input (barycentric for triangles, UV for quads).
uint32_t domain_location_mask;
if (patch_primitive_type() == PrimitiveType::kTrianglePatch) {
domain_location_mask = 0b0111;
} else {
// TODO(Triang3l): Support line patches.
assert_true(patch_primitive_type() == PrimitiveType::kQuadPatch);
domain_location_mask = 0b0011;
}
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));