[D3D12] ROV: Broken stencil test
This commit is contained in:
@@ -3610,17 +3610,17 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// TODO(Triang3l): Do depth/stencil before the translated shader if possible.
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// ***************************************************************************
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uint32_t depth_stencil_control_temp = PushSystemTemp();
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uint32_t depth_stencil_test_temp = PushSystemTemp();
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system_constants_used_ |= 1ull << kSysConst_Flags_Index;
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// Check if anything related to depth/stencil needs to be done at all, and get
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// the conditions of passing the depth test - as 0 or 0xFFFFFFFF - into
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// depth_stencil_control_temp.
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// depth_stencil_test_temp.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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shader_code_.push_back(depth_stencil_test_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(1);
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@@ -3648,7 +3648,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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shader_code_.push_back(depth_stencil_test_temp);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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@@ -3706,22 +3706,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// First, the depth test.
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// New depth in system_temp_depth_.x, old depth in system_temp_depth_.y.
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// 1) Less/greater.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1010, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01000000, 1));
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shader_code_.push_back(system_temp_depth_);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00000100, 1));
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shader_code_.push_back(system_temp_depth_);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 2) Equal.
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// 1) Equal.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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@@ -3736,6 +3721,21 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// 2) Less/greater.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1010, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01000000, 1));
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shader_code_.push_back(system_temp_depth_);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00000100, 1));
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shader_code_.push_back(system_temp_depth_);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 3) Compare the results with the expected.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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@@ -3747,7 +3747,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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shader_code_.push_back(depth_stencil_test_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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@@ -3781,15 +3781,16 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Depth test done, and we don't need to compare the new value with anything
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// anymore, so check if we need to apply the depth write mask and keep the
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// old depth value if it's disabled. Also check if the stencil test needs to
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// be performed.
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// depth_stencil_test_temp may be reused now.
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// Depth test done. Now check the depth write mask (write it to
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// depth_stencil_test_temp.x) and whether stencil testing is enabled (to
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// depth_stencil_test_temp.y).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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shader_code_.push_back(depth_stencil_test_temp);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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@@ -3813,7 +3814,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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shader_code_.push_back(system_temp_depth_);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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shader_code_.push_back(depth_stencil_test_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(system_temp_depth_);
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@@ -3823,34 +3824,19 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Get the bit to check if stencil test needs to be done.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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shader_code_.push_back(EncodeVectorSelectOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_Flags_Vec);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(kSysFlag_StencilTest);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Check if stencil test needs to be done.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
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shader_code_.push_back(depth_stencil_control_temp);
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(depth_stencil_test_temp);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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// depth_stencil_test_temp may be reused now.
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// ***************************************************************************
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// Stencil test begins here.
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//
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@@ -3858,9 +3844,463 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// system_temp_depth_.z.
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// ***************************************************************************
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// TODO(Triang3l): Actually do the stencil test.
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// Load the operations and the comparison to depth_stencil_test_temp.
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system_constants_used_ |= (1ull << kSysConst_EDRAMStencilFront_Index) |
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(1ull << kSysConst_EDRAMStencilBack_Index);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(depth_stencil_test_temp);
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shader_code_.push_back(
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EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0, 1));
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shader_code_.push_back(kPSInFrontFaceRegister);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMStencilFront_Vec);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMStencilBack_Vec);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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// Preserve the original color value if either depth or stencil test has
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// Load masked reference and original value into
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// depth_stencil_test_result_temp.yw for comparison.
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system_constants_used_ |= (1ull << kSysConst_EDRAMStencilReference_Index) |
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(1ull << kSysConst_EDRAMStencilReadMask_Vec);
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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kSysConst_EDRAMStencilReference_Comp, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMStencilReference_Vec);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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kSysConst_EDRAMStencilReadMask_Comp, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMStencilReadMask_Vec);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(system_temp_depth_);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
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kSysConst_EDRAMStencilReadMask_Comp, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMStencilReadMask_Vec);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Compare the stencil values into depth_stencil_test_result_temp.y -
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// depth_stencil_test_result_temp.x contains the depth test result.
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// 1) Equal - has only 1 result, so won't overwrite the original values in yw.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// 2) Less/greater - compare yw into yw.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1010, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01101100, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 3) Extract the comparison values.
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uint32_t stencil_comparison_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1110, 1));
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shader_code_.push_back(stencil_comparison_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(1);
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shader_code_.push_back(1);
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shader_code_.push_back(1);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(1);
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shader_code_.push_back(2);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSysConst_EDRAMStencilSide_Comparison_Comp,
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1));
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shader_code_.push_back(depth_stencil_test_temp);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// 4) Compare the results with the expected.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1110, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(stencil_comparison_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Release stencil_comparison_temp.
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PopSystemTemp();
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// 5) Start combining the results into depth_stencil_test_result_temp.y.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
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shader_code_.push_back(depth_stencil_test_result_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// 6) Finish combining the results into depth_stencil_test_result_temp.y.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Write the needed stencil operation to depth_stencil_test_result_temp.z.
|
||||
|
||||
// 1) Assuming the stencil test has passed, choose between the "pass"
|
||||
// operation and the "depth fail" operation.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(EncodeVectorSelectOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSysConst_EDRAMStencilSide_Pass_Comp, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
|
||||
kSysConst_EDRAMStencilSide_DepthFail_Comp, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// 2) If the stencil test has failed, use the "fail" operation.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(EncodeVectorSelectOperand(
|
||||
D3D10_SB_OPERAND_TYPE_TEMP, kSysConst_EDRAMStencilSide_Fail_Comp, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// depth_stencil_test_temp may be reused now.
|
||||
|
||||
// We don't need separate depth and stencil test results anymore, so now we
|
||||
// can mark the pixel to be discarded if the stencil test has failed - by
|
||||
// setting that whole depth/stencil test has failed. The original depth value
|
||||
// will be restored in this case, and after writing the new stencil, the pixel
|
||||
// will be discared.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Extract the sub-operations to depth_stencil_test_temp.
|
||||
//
|
||||
// Don't care about & 0xFF now, applying the write mask will drop the unused
|
||||
// bits.
|
||||
//
|
||||
// X - current value mask (keep/increment/decrement/invert vs. zero/replace) -
|
||||
// 0xFFFFFFFF if the original value is needed, 0 if it needs to be zeroed.
|
||||
// Y - value to add (increment/decrement) - 0, 1 or 0xFFFFFFFF (-1).
|
||||
// Z - saturate - 0xFFFFFFFF to clamp to 0-255 after addition, 0 otherwise.
|
||||
// W - invert mask - for XORing: 0xFFFFFFFF if need to invert, 0 otherwise.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
shader_code_.push_back(1);
|
||||
shader_code_.push_back(2);
|
||||
shader_code_.push_back(1);
|
||||
shader_code_.push_back(1);
|
||||
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||
shader_code_.push_back(kStencilOp_Flag_CurrentMask_Shift);
|
||||
shader_code_.push_back(kStencilOp_Flag_Add_Shift);
|
||||
shader_code_.push_back(kStencilOp_Flag_Saturate_Shift);
|
||||
shader_code_.push_back(kStencilOp_Flag_Invert_Shift);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.int_instruction_count;
|
||||
|
||||
// Mask the original value into depth_stencil_test_temp.x.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(system_temp_depth_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Increment or decrement the value in depth_stencil_test_temp.x.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.int_instruction_count;
|
||||
|
||||
// Saturate the value in depth_stencil_test_temp.x if needed, using
|
||||
// depth_stencil_test_temp.y as an intermediate for min/max.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAX) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0);
|
||||
++stat_.instruction_count;
|
||||
++stat_.int_instruction_count;
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMIN) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(0xFF);
|
||||
++stat_.instruction_count;
|
||||
++stat_.int_instruction_count;
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// Invert the value in depth_stencil_test_temp.x if needed.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_XOR) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Replace the value in depth_stencil_test_temp.x with the reference if
|
||||
// needed.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(depth_stencil_test_result_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
|
||||
shader_code_.push_back(kStencilOp_Flag_NewMask);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
system_constants_used_ |= 1ull << kSysConst_EDRAMStencilReference_Index;
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
|
||||
kSysConst_EDRAMStencilReference_Comp, 3));
|
||||
shader_code_.push_back(cbuffer_index_system_constants_);
|
||||
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
|
||||
shader_code_.push_back(kSysConst_EDRAMStencilReference_Vec);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.movc_instruction_count;
|
||||
|
||||
// Apply the write mask to the new value - this will also reduce it to 8 bits.
|
||||
system_constants_used_ |= 1ull << kSysConst_EDRAMStencilWriteMask_Index;
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
|
||||
kSysConst_EDRAMStencilWriteMask_Comp, 3));
|
||||
shader_code_.push_back(cbuffer_index_system_constants_);
|
||||
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
|
||||
shader_code_.push_back(kSysConst_EDRAMStencilWriteMask_Vec);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Invert the write mask to keep the unmodified bits of the old value.
|
||||
system_constants_used_ |= 1ull << kSysConst_EDRAMStencilWriteMask_Index;
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NOT) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
|
||||
kSysConst_EDRAMStencilWriteMask_Comp, 3));
|
||||
shader_code_.push_back(cbuffer_index_system_constants_);
|
||||
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
|
||||
shader_code_.push_back(kSysConst_EDRAMStencilWriteMask_Vec);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Mask the old value.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(system_temp_depth_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(system_temp_depth_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Combine the old and new stencil values.
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
|
||||
shader_code_.push_back(system_temp_depth_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
|
||||
shader_code_.push_back(system_temp_depth_);
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.uint_instruction_count;
|
||||
|
||||
// Preserve the original depth value if either depth or stencil test has
|
||||
// failed because when stencil testing is enabled, something will be written
|
||||
// since stencil may be modified on failure too (if stencil is disabled,
|
||||
// there's a discard later, in the "else" case, that will prevent depth
|
||||
@@ -3915,7 +4355,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
|
||||
shader_code_.push_back(depth_stencil_control_temp);
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
shader_code_.push_back(EncodeVectorSelectOperand(
|
||||
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
|
||||
shader_code_.push_back(cbuffer_index_system_constants_);
|
||||
@@ -3934,7 +4374,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
|
||||
shader_code_.push_back(
|
||||
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
|
||||
shader_code_.push_back(depth_stencil_control_temp);
|
||||
shader_code_.push_back(depth_stencil_test_temp);
|
||||
++stat_.instruction_count;
|
||||
++stat_.dynamic_flow_control_count;
|
||||
|
||||
@@ -4000,7 +4440,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
|
||||
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
|
||||
++stat_.instruction_count;
|
||||
|
||||
// Release depth_stencil_control_temp.
|
||||
// Release depth_stencil_test_temp.
|
||||
PopSystemTemp();
|
||||
|
||||
// ***************************************************************************
|
||||
|
||||
Reference in New Issue
Block a user