[D3D12] ROV early Z and full rewrite, shader scalar optimizations

This commit is contained in:
Triang3l
2019-07-11 09:30:35 +03:00
parent db44eaf2e4
commit 6672997108
33 changed files with 10102 additions and 8551 deletions

View File

@@ -65,7 +65,7 @@ void ShaderTranslator::Reset() {
writes_color_targets_[i] = false;
}
writes_depth_ = false;
early_z_allowed_ = true;
implicit_early_z_allowed_ = true;
memexport_alloc_count_ = 0;
memexport_eA_written_ = 0;
std::memset(&memexport_eM_written_, 0, sizeof(memexport_eM_written_));
@@ -155,6 +155,12 @@ bool ShaderTranslator::TranslateInternal(Shader* shader) {
if (memexport_eA_written_ == 0) {
memexport_stream_constants_.clear();
}
if (!memexport_stream_constants_.empty()) {
// TODO(Triang3l): Investigate what happens to memexport when the pixel
// fails the depth/stencil test, but in Direct3D 11 UAV writes disable early
// depth/stencil.
implicit_early_z_allowed_ = false;
}
StartTranslation();
@@ -190,7 +196,8 @@ bool ShaderTranslator::TranslateInternal(Shader* shader) {
for (size_t i = 0; i < xe::countof(writes_color_targets_); ++i) {
shader->writes_color_targets_[i] = writes_color_targets_[i];
}
shader->early_z_allowed_ = early_z_allowed_;
shader->writes_depth_ = writes_depth_;
shader->implicit_early_z_allowed_ = implicit_early_z_allowed_;
shader->memexport_stream_constants_.clear();
for (uint32_t memexport_stream_constant : memexport_stream_constants_) {
shader->memexport_stream_constants_.push_back(memexport_stream_constant);
@@ -290,7 +297,7 @@ void ShaderTranslator::GatherInstructionInformation(
if (op.has_vector_op()) {
const auto& opcode_info =
alu_vector_opcode_infos_[static_cast<int>(op.vector_opcode())];
early_z_allowed_ &= !opcode_info.disable_early_z;
implicit_early_z_allowed_ &= !opcode_info.disable_implicit_early_z;
for (size_t i = 0; i < opcode_info.argument_count; ++i) {
if (op.src_is_temp(i + 1) && (op.src_reg(i + 1) & 0x40)) {
uses_register_dynamic_addressing_ = true;
@@ -302,7 +309,7 @@ void ShaderTranslator::GatherInstructionInformation(
writes_color_targets_[op.vector_dest()] = true;
} else if (op.vector_dest() == 61) {
writes_depth_ = true;
early_z_allowed_ = false;
implicit_early_z_allowed_ = false;
}
}
if (memexport_alloc_count_ > 0 &&
@@ -339,7 +346,7 @@ void ShaderTranslator::GatherInstructionInformation(
if (op.has_scalar_op()) {
const auto& opcode_info =
alu_scalar_opcode_infos_[static_cast<int>(op.scalar_opcode())];
early_z_allowed_ &= !opcode_info.disable_early_z;
implicit_early_z_allowed_ &= !opcode_info.disable_implicit_early_z;
if (opcode_info.argument_count == 1 && op.src_is_temp(3) &&
(op.src_reg(3) & 0x40)) {
uses_register_dynamic_addressing_ = true;
@@ -350,7 +357,7 @@ void ShaderTranslator::GatherInstructionInformation(
writes_color_targets_[op.scalar_dest()] = true;
} else if (op.scalar_dest() == 61) {
writes_depth_ = true;
early_z_allowed_ = false;
implicit_early_z_allowed_ = false;
}
}
if (memexport_alloc_count_ > 0 &&