[D3D12] DXBC color output remapping
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@@ -40,7 +40,92 @@ void DxbcShaderTranslator::Reset() {
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std::memset(&stat_, 0, sizeof(stat_));
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}
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void DxbcShaderTranslator::CompleteVertexShaderCode() {}
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void DxbcShaderTranslator::CompletePixelShaderCode() {
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// Remap color outputs from Xbox 360 to Direct3D 12 indices.
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// temp = xe_color_output_map;
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// [unroll] for (uint i = 0; i < 4; ++i) {
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// o[i] = x1[temp[i]];
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// }
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(uint32_t(TempRegister::kColorOutputMap));
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_3D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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1, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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2, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
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++stat_.instruction_count;
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for (uint32_t i = 0; i < 4; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(i);
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
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D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_2D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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1, D3D10_SB_OPERAND_INDEX_RELATIVE));
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shader_code_.push_back(1);
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shader_code_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
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D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE) |
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ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECT_1(i) |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
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ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
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0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32));
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shader_code_.push_back(uint32_t(TempRegister::kColorOutputMap));
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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++stat_.mov_instruction_count;
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}
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}
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void DxbcShaderTranslator::CompleteShaderCode() {
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// Write stage-specific epilogue.
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if (is_vertex_shader()) {
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CompleteVertexShaderCode();
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} else if (is_pixel_shader()) {
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CompletePixelShaderCode();
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}
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// Return from `main`.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RET) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
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@@ -880,6 +965,24 @@ void DxbcShaderTranslator::WriteShaderCode() {
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stat_.temp_array_count += 4;
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}
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// Initialize the depth output if used, which must be initialized on every
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// execution path.
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if (is_pixel_shader() && writes_depth_) {
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shader_object_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D));
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) |
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ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_IMMEDIATE32) |
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ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D));
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shader_object_.push_back(0);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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// Write the translated shader code.
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size_t code_size_dwords = shader_code_.size();
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// So [] won't crash in case the size is zero somehow.
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