[D3D12] Emulate reversed Z in shaders because it's unsupported on Nvidia

This commit is contained in:
Triang3l
2018-09-26 20:46:24 +03:00
parent 55f96c0f83
commit ea7d9e9060
8 changed files with 215 additions and 152 deletions

View File

@@ -688,11 +688,35 @@ void DxbcShaderTranslator::StartTranslation() {
}
void DxbcShaderTranslator::CompleteVertexShader() {
// Get flags of what we should do with the position.
// Bit 0: XY are pre-divided by W.
// Bit 1: Z is pre-divided by W.
// Bit 2: W is not 1/W.
// Bit 3: Viewport depth is reversed.
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCControl);
uint32_t ndc_control_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(ndc_control_temp);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_NDCControl_Comp, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_NDCControl_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(1 << 0);
shader_code_.push_back(1 << 1);
shader_code_.push_back(1 << 2);
shader_code_.push_back(1 << 3);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Revert getting the reciprocal of W and dividing XY by W if needed.
// TODO(Triang3l): Check if having XY or Z pre-divided by W should enable
// affine interpolation.
rdef_constants_used_ |= 1ull
<< uint32_t(RdefConstantIndex::kSysVertexWFormat);
uint32_t w_format_temp = PushSystemTemp();
// If the shader has returned 1/W, restore W. First take the reciprocal, which
// may be either W (what we need) or 1/W, depending on the vertex W format.
@@ -709,16 +733,13 @@ void DxbcShaderTranslator::CompleteVertexShader() {
// Then, if the shader returns 1/W (vtx_w0_fmt is 0), write 1/(1/W) to the
// position.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_position_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_VertexWFormat_Comp + 2, 3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_VertexWFormat_Vec);
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(ndc_control_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_position_);
@@ -745,18 +766,13 @@ void DxbcShaderTranslator::CompleteVertexShader() {
// If vtx_xy_fmt and/or vtx_z_fmt are 1, XY and/or Z are pre-divided by W.
// Restore them in this case.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temp_position_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_VertexWFormat_Comp | (kSysConst_VertexWFormat_Comp << 2) |
((kSysConst_VertexWFormat_Comp + 1) << 4),
3));
shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_VertexWFormat_Vec);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00010000, 1));
shader_code_.push_back(ndc_control_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(w_format_temp);
@@ -768,7 +784,8 @@ void DxbcShaderTranslator::CompleteVertexShader() {
// Release w_format_temp.
PopSystemTemp();
// Apply scale for drawing without a viewport.
// Apply scale for drawing without a viewport, and also remap from OpenGL
// Z clip space to Direct3D if needed.
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCScale);
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
@@ -789,6 +806,46 @@ void DxbcShaderTranslator::CompleteVertexShader() {
++stat_.instruction_count;
++stat_.float_instruction_count;
// Reverse Z (Z = W - Z) if the viewport depth is inverted.
uint32_t reverse_z_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(reverse_z_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_position_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(
ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(D3D10_SB_OPERAND_MODIFIER_NEG));
shader_code_.push_back(system_temp_position_);
++stat_.instruction_count;
++stat_.float_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, 0b0100, 1));
shader_code_.push_back(system_temp_position_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(ndc_control_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(reverse_z_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_position_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release reverse_z_temp.
PopSystemTemp();
// Release ndc_control_temp.
PopSystemTemp();
// Apply offset (multiplied by W) for drawing without a viewport and for half
// pixel offset.
rdef_constants_used_ |= 1ull << uint32_t(RdefConstantIndex::kSysNDCOffset);
@@ -7214,7 +7271,6 @@ const DxbcShaderTranslator::RdefType DxbcShaderTranslator::rdef_types_[size_t(
{"float4", 1, 3, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"int", 0, 2, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"uint", 0, 19, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"uint3", 1, 19, 1, 3, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"uint4", 1, 19, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{nullptr, 1, 19, 1, 4, 8, 0, RdefTypeIndex::kUint4, nullptr},
{nullptr, 1, 19, 1, 4, 32, 0, RdefTypeIndex::kUint4, nullptr},
@@ -7230,21 +7286,21 @@ const DxbcShaderTranslator::RdefConstant
DxbcShaderTranslator::RdefConstantIndex::kCount)] = {
// SYSTEM CONSTANTS MUST BE UPDATED IF THEIR LAYOUT CHANGES!
// System constants vec4 0.
{"xe_vertex_w_format", RdefTypeIndex::kUint3, 0, 12},
{"xe_vertex_base_index", RdefTypeIndex::kUint, 12, 4},
{"xe_vertex_index_endian", RdefTypeIndex::kUint, 0, 4},
{"xe_vertex_base_index", RdefTypeIndex::kUint, 4, 4},
{"xe_ndc_control", RdefTypeIndex::kUint, 8, 4},
{"xe_pixel_pos_reg", RdefTypeIndex::kUint, 12, 4},
// System constants vec4 1.
{"xe_ndc_scale", RdefTypeIndex::kFloat3, 16, 12},
{"xe_vertex_index_endian", RdefTypeIndex::kUint, 28, 4},
{"xe_pixel_half_pixel_offset", RdefTypeIndex::kFloat, 28, 4},
// System constants vec4 2.
{"xe_ndc_offset", RdefTypeIndex::kFloat3, 32, 12},
{"xe_pixel_half_pixel_offset", RdefTypeIndex::kFloat, 44, 4},
{"xe_alpha_test", RdefTypeIndex::kInt, 44, 4},
// System constants vec4 3.
{"xe_point_size", RdefTypeIndex::kFloat2, 48, 8},
{"xe_ssaa_inv_scale", RdefTypeIndex::kFloat2, 56, 8},
// System constants vec4 4.
{"xe_pixel_pos_reg", RdefTypeIndex::kUint, 64, 4},
{"xe_alpha_test", RdefTypeIndex::kInt, 68, 4},
{"xe_alpha_test_range", RdefTypeIndex::kFloat2, 72, 8},
{"xe_alpha_test_range", RdefTypeIndex::kFloat2, 64, 8},
// System constants vec4 5.
{"xe_color_exp_bias", RdefTypeIndex::kFloat4, 80, 16},
// System constants vec4 6.