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Xenia-Canary/src/xenia/gpu/dxbc_shader_translator.cc

4028 lines
168 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/dxbc_shader_translator.h"
#include <algorithm>
#include <cstring>
#include <memory>
#include "third_party/dxbc/DXBCChecksum.h"
#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
#include "xenia/base/assert.h"
#include "xenia/base/cvar.h"
#include "xenia/base/math.h"
DEFINE_bool(dxbc_switch, true,
"Use switch rather than if for flow control. Turning this off or "
"on may improve stability, though this heavily depends on the "
"driver - on AMD, it's recommended to have this set to true, as "
"Halo 3 appears to crash when if is used for flow control "
"(possibly the shader compiler tries to flatten them). On Intel "
"HD Graphics, this is ignored because of a crash with the switch "
"instruction.",
"GPU");
DEFINE_bool(dxbc_source_map, false,
"Disassemble Xenos instructions as comments in the resulting DXBC "
"for debugging.",
"GPU");
namespace xe {
namespace gpu {
using namespace ucode;
// Notes about operands:
//
// Reading and writing:
// - r# (temporary registers) are 4-component and can be used anywhere.
// - v# (inputs) are 4-component and read-only.
// - o# (outputs) are 4-component and write-only.
// - oDepth (pixel shader depth output) is 1-component and write-only.
// - x# (indexable temporary registers) are 4-component and can be accessed
// either via a mov load or a mov store (and those movs are counted as
// ArrayInstructions in STAT, not as MovInstructions), even though the D3D11.3
// functional specification says x# can be used wherever r# can be used, but
// FXC emits only mov load/store in simple tests.
//
// Indexing:
// - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of
// the binding (CB#), y is the register to access within its space, z is the
// 4-component vector to access within the register binding.
// For example, if the requested vector is located in the beginning of the
// second buffer in the descriptor array at b2, which is assigned to CB1, the
// index would be CB1[3][0].
// - Resources and samplers use 2D indices, where the first dimension is the
// S#/T#/U# binding index, and the second is the s#/t#/u# register index
// within its space.
constexpr uint32_t DxbcShaderTranslator::kMaxTextureSRVIndexBits;
constexpr uint32_t DxbcShaderTranslator::kMaxTextureSRVs;
constexpr uint32_t DxbcShaderTranslator::kMaxSamplerBindingIndexBits;
constexpr uint32_t DxbcShaderTranslator::kMaxSamplerBindings;
constexpr uint32_t DxbcShaderTranslator::kInterpolatorCount;
constexpr uint32_t DxbcShaderTranslator::kPointParametersTexCoord;
constexpr uint32_t DxbcShaderTranslator::kClipSpaceZWTexCoord;
constexpr uint32_t DxbcShaderTranslator::kSwizzleXYZW;
constexpr uint32_t DxbcShaderTranslator::kSwizzleXXXX;
constexpr uint32_t DxbcShaderTranslator::kSwizzleYYYY;
constexpr uint32_t DxbcShaderTranslator::kSwizzleZZZZ;
constexpr uint32_t DxbcShaderTranslator::kSwizzleWWWW;
constexpr uint32_t
DxbcShaderTranslator::DxbcSourceOperand::kIntermediateRegisterNone;
constexpr uint32_t DxbcShaderTranslator::kCbufferIndexUnallocated;
constexpr uint32_t DxbcShaderTranslator::kCfExecBoolConstantNone;
DxbcShaderTranslator::DxbcShaderTranslator(uint32_t vendor_id,
bool edram_rov_used,
bool force_emit_source_map)
: vendor_id_(vendor_id), edram_rov_used_(edram_rov_used) {
emit_source_map_ = force_emit_source_map || cvars::dxbc_source_map;
// Don't allocate again and again for the first shader.
shader_code_.reserve(8192);
shader_object_.reserve(16384);
}
DxbcShaderTranslator::~DxbcShaderTranslator() = default;
std::vector<uint8_t> DxbcShaderTranslator::ForceEarlyDepthStencil(
const uint8_t* shader) {
const uint32_t* old_shader = reinterpret_cast<const uint32_t*>(shader);
// To return something anyway even if patching fails.
std::vector<uint8_t> new_shader;
uint32_t shader_size_bytes = old_shader[6];
new_shader.resize(shader_size_bytes);
std::memcpy(new_shader.data(), shader, shader_size_bytes);
// Find the SHEX chunk.
uint32_t chunk_count = old_shader[7];
for (uint32_t i = 0; i < chunk_count; ++i) {
uint32_t chunk_offset_bytes = old_shader[8 + i];
const uint32_t* chunk = old_shader + chunk_offset_bytes / sizeof(uint32_t);
if (chunk[0] != 'XEHS') {
continue;
}
// Find dcl_globalFlags and patch it.
uint32_t code_size_dwords = chunk[3];
chunk += 4;
for (uint32_t j = 0; j < code_size_dwords;) {
uint32_t opcode_token = chunk[j];
uint32_t opcode = DECODE_D3D10_SB_OPCODE_TYPE(opcode_token);
if (opcode == D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) {
opcode_token |= D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL;
std::memcpy(new_shader.data() +
(chunk_offset_bytes + (4 + j) * sizeof(uint32_t)),
&opcode_token, sizeof(uint32_t));
// Recalculate the checksum since the shader was modified.
CalculateDXBCChecksum(
reinterpret_cast<unsigned char*>(new_shader.data()),
shader_size_bytes,
reinterpret_cast<unsigned int*>(new_shader.data() +
sizeof(uint32_t)));
break;
}
if (opcode == D3D10_SB_OPCODE_CUSTOMDATA) {
j += chunk[j + 1];
} else {
j += DECODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(opcode_token);
}
}
break;
}
return std::move(new_shader);
}
std::vector<uint8_t> DxbcShaderTranslator::CreateDepthOnlyPixelShader() {
Reset();
is_depth_only_pixel_shader_ = true;
StartTranslation();
return std::move(CompleteTranslation());
}
void DxbcShaderTranslator::Reset() {
ShaderTranslator::Reset();
shader_code_.clear();
is_depth_only_pixel_shader_ = false;
cbuffer_count_ = 0;
// System constants always used in prologues/epilogues.
cbuffer_index_system_constants_ = cbuffer_count_++;
cbuffer_index_float_constants_ = kCbufferIndexUnallocated;
cbuffer_index_bool_loop_constants_ = kCbufferIndexUnallocated;
cbuffer_index_fetch_constants_ = kCbufferIndexUnallocated;
system_constants_used_ = 0;
in_control_point_index_used_ = false;
system_temp_count_current_ = 0;
system_temp_count_max_ = 0;
cf_exec_bool_constant_ = kCfExecBoolConstantNone;
cf_exec_predicated_ = false;
cf_instruction_predicate_if_open_ = false;
cf_exec_predicate_written_ = false;
texture_srvs_.clear();
sampler_bindings_.clear();
memexport_alloc_current_count_ = 0;
std::memset(&stat_, 0, sizeof(stat_));
}
void DxbcShaderTranslator::DxbcSrc::Write(std::vector<uint32_t>& code,
bool is_integer, uint32_t mask,
bool force_vector) const {
uint32_t operand_token = GetOperandTokenTypeAndIndex();
uint32_t mask_single_component = DxbcDest::GetMaskSingleComponent(mask);
uint32_t select_component =
mask_single_component != UINT32_MAX ? mask_single_component : 0;
bool is_vector =
force_vector || (mask != 0b0000 && mask_single_component == UINT32_MAX);
if (type_ == DxbcOperandType::kImmediate32) {
if (is_vector) {
operand_token |= uint32_t(DxbcOperandDimension::kVector) |
(uint32_t(DxbcComponentSelection::kSwizzle) << 2) |
(DxbcSrc::kXYZW << 4);
} else {
operand_token |= uint32_t(DxbcOperandDimension::kScalar);
}
code.push_back(operand_token);
if (is_vector) {
for (uint32_t i = 0; i < 4; ++i) {
code.push_back((mask & (1 << i)) ? GetModifiedImmediate(i, is_integer)
: 0);
}
} else {
code.push_back(GetModifiedImmediate(select_component, is_integer));
}
} else {
switch (GetDimension()) {
case DxbcOperandDimension::kScalar:
if (is_vector) {
operand_token |= uint32_t(DxbcOperandDimension::kVector) |
(uint32_t(DxbcComponentSelection::kSwizzle) << 2) |
(DxbcSrc::kXXXX << 4);
} else {
operand_token |= uint32_t(DxbcOperandDimension::kScalar);
}
break;
case DxbcOperandDimension::kVector:
operand_token |= uint32_t(DxbcOperandDimension::kVector);
if (is_vector) {
operand_token |= uint32_t(DxbcComponentSelection::kSwizzle) << 2;
// Clear swizzle of unused components to a used value to avoid
// referencing potentially uninitialized register components.
uint32_t used_component;
if (!xe::bit_scan_forward(mask, &used_component)) {
used_component = 0;
}
for (uint32_t i = 0; i < 4; ++i) {
uint32_t swizzle_index = (mask & (1 << i)) ? i : used_component;
operand_token |=
(((swizzle_ >> (swizzle_index * 2)) & 3) << (4 + i * 2));
}
} else {
operand_token |= (uint32_t(DxbcComponentSelection::kSelect1) << 2) |
(((swizzle_ >> (select_component * 2)) & 3) << 4);
}
break;
default:
break;
}
DxbcOperandModifier modifier = DxbcOperandModifier::kNone;
if (absolute_ && negate_) {
modifier = DxbcOperandModifier::kAbsoluteNegate;
} else if (absolute_) {
modifier = DxbcOperandModifier::kAbsolute;
} else if (negate_) {
modifier = DxbcOperandModifier::kNegate;
}
if (modifier != DxbcOperandModifier::kNone) {
operand_token |= uint32_t(1) << 31;
}
code.push_back(operand_token);
if (modifier != DxbcOperandModifier::kNone) {
code.push_back(uint32_t(DxbcExtendedOperandType::kModifier) |
(uint32_t(modifier) << 6));
}
DxbcOperandAddress::Write(code);
}
}
bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
// Xenia crashes on Intel HD Graphics 4000 with switch.
return cvars::dxbc_switch && vendor_id_ != 0x8086;
}
uint32_t DxbcShaderTranslator::PushSystemTemp(uint32_t zero_mask,
uint32_t count) {
uint32_t register_index = system_temp_count_current_;
if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
// Guest shader registers first if they're not in x0. Depth-only pixel
// shader is a special case of the DXBC translator usage, where there are no
// GPRs because there's no shader to translate, and a guest shader is not
// loaded.
register_index += register_count();
}
system_temp_count_current_ += count;
system_temp_count_max_ =
std::max(system_temp_count_max_, system_temp_count_current_);
zero_mask &= 0b1111;
if (zero_mask) {
for (uint32_t i = 0; i < count; ++i) {
DxbcOpMov(DxbcDest::R(register_index + i, zero_mask), DxbcSrc::LU(0));
}
}
return register_index;
}
void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
assert_true(count <= system_temp_count_current_);
system_temp_count_current_ -= std::min(count, system_temp_count_current_);
}
void DxbcShaderTranslator::ConvertPWLGamma(
bool to_gamma, int32_t source_temp, uint32_t source_temp_component,
uint32_t target_temp, uint32_t target_temp_component, uint32_t piece_temp,
uint32_t piece_temp_component, uint32_t accumulator_temp,
uint32_t accumulator_temp_component) {
assert_true(source_temp != target_temp ||
source_temp_component != target_temp_component ||
((target_temp != accumulator_temp ||
target_temp_component != accumulator_temp_component) &&
(target_temp != piece_temp ||
target_temp_component != piece_temp_component)));
assert_true(piece_temp != source_temp ||
piece_temp_component != source_temp_component);
assert_true(accumulator_temp != source_temp ||
accumulator_temp_component != source_temp_component);
assert_true(piece_temp != accumulator_temp ||
piece_temp_component != accumulator_temp_component);
DxbcSrc source_src(DxbcSrc::R(source_temp).Select(source_temp_component));
DxbcDest piece_dest(DxbcDest::R(piece_temp, 1 << piece_temp_component));
DxbcSrc piece_src(DxbcSrc::R(piece_temp).Select(piece_temp_component));
DxbcDest accumulator_dest(
DxbcDest::R(accumulator_temp, 1 << accumulator_temp_component));
DxbcSrc accumulator_src(
DxbcSrc::R(accumulator_temp).Select(accumulator_temp_component));
// For each piece:
// 1) Calculate how far we are on it. Multiply by 1/width, subtract
// start/width and saturate.
// 2) Add the contribution of the piece - multiply the position on the piece
// by its slope*width and accumulate.
// Piece 1.
DxbcOpMul(piece_dest, source_src,
DxbcSrc::LF(to_gamma ? (1.0f / 0.0625f) : (1.0f / 0.25f)), true);
DxbcOpMul(accumulator_dest, piece_src,
DxbcSrc::LF(to_gamma ? (4.0f * 0.0625f) : (0.25f * 0.25f)));
// Piece 2.
DxbcOpMAd(piece_dest, source_src,
DxbcSrc::LF(to_gamma ? (1.0f / 0.0625f) : (1.0f / 0.125f)),
DxbcSrc::LF(to_gamma ? (-0.0625f / 0.0625f) : (-0.25f / 0.125f)),
true);
DxbcOpMAd(accumulator_dest, piece_src,
DxbcSrc::LF(to_gamma ? (2.0f * 0.0625f) : (0.5f * 0.125f)),
accumulator_src);
// Piece 3.
DxbcOpMAd(piece_dest, source_src,
DxbcSrc::LF(to_gamma ? (1.0f / 0.375f) : (1.0f / 0.375f)),
DxbcSrc::LF(to_gamma ? (-0.125f / 0.375f) : (-0.375f / 0.375f)),
true);
DxbcOpMAd(accumulator_dest, piece_src,
DxbcSrc::LF(to_gamma ? (1.0f * 0.375f) : (1.0f * 0.375f)),
accumulator_src);
// Piece 4.
DxbcOpMAd(piece_dest, source_src,
DxbcSrc::LF(to_gamma ? (1.0f / 0.5f) : (1.0f / 0.25f)),
DxbcSrc::LF(to_gamma ? (-0.5f / 0.5f) : (-0.75f / 0.25f)), true);
DxbcOpMAd(DxbcDest::R(target_temp, 1 << target_temp_component), piece_src,
DxbcSrc::LF(to_gamma ? (0.5f * 0.5f) : (2.0f * 0.25f)),
accumulator_src);
}
void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
if (register_count() < 1) {
return;
}
// Writing the index to X of GPR 0 - either directly if not using indexable
// registers, or via a system temporary register.
uint32_t reg;
if (uses_register_dynamic_addressing()) {
reg = PushSystemTemp();
} else {
reg = 0;
}
DxbcDest index_dest(DxbcDest::R(reg, 0b0001));
DxbcSrc index_src(DxbcSrc::R(reg, DxbcSrc::kXXXX));
// Check if the closing vertex of a non-indexed line loop is being processed.
system_constants_used_ |= 1ull << kSysConst_LineLoopClosingIndex_Index;
DxbcOpINE(
index_dest,
DxbcSrc::V(uint32_t(InOutRegister::kVSInVertexIndex), DxbcSrc::kXXXX),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_LineLoopClosingIndex_Vec)
.Select(kSysConst_LineLoopClosingIndex_Comp));
// Zero the index if processing the closing vertex of a line loop, or do
// nothing (replace 0 with 0) if not needed.
DxbcOpAnd(
index_dest,
DxbcSrc::V(uint32_t(InOutRegister::kVSInVertexIndex), DxbcSrc::kXXXX),
index_src);
{
// Swap the vertex index's endianness.
system_constants_used_ |= 1ull << kSysConst_VertexIndexEndian_Index;
DxbcSrc endian_src(DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_VertexIndexEndian_Vec)
.Select(kSysConst_VertexIndexEndian_Comp));
DxbcDest swap_temp_dest(DxbcDest::R(reg, 0b0010));
DxbcSrc swap_temp_src(DxbcSrc::R(reg, DxbcSrc::kYYYY));
// 8-in-16 or one half of 8-in-32.
DxbcOpSwitch(endian_src);
DxbcOpCase(DxbcSrc::LU(uint32_t(Endian::k8in16)));
DxbcOpCase(DxbcSrc::LU(uint32_t(Endian::k8in32)));
// Temp = X0Z0.
DxbcOpAnd(swap_temp_dest, index_src, DxbcSrc::LU(0x00FF00FF));
// Index = YZW0.
DxbcOpUShR(index_dest, index_src, DxbcSrc::LU(8));
// Index = Y0W0.
DxbcOpAnd(index_dest, index_src, DxbcSrc::LU(0x00FF00FF));
// Index = YXWZ.
DxbcOpUMAd(index_dest, swap_temp_src, DxbcSrc::LU(256), index_src);
DxbcOpBreak();
DxbcOpEndSwitch();
// 16-in-32 or another half of 8-in-32.
DxbcOpSwitch(endian_src);
DxbcOpCase(DxbcSrc::LU(uint32_t(Endian::k8in32)));
DxbcOpCase(DxbcSrc::LU(uint32_t(Endian::k16in32)));
// Temp = ZW00.
DxbcOpUShR(swap_temp_dest, index_src, DxbcSrc::LU(16));
// Index = ZWXY.
DxbcOpBFI(index_dest, DxbcSrc::LU(16), DxbcSrc::LU(16), index_src,
swap_temp_src);
DxbcOpBreak();
DxbcOpEndSwitch();
if (!uses_register_dynamic_addressing()) {
// Break register dependency.
DxbcOpMov(swap_temp_dest, DxbcSrc::LF(0.0f));
}
}
// Add the base vertex index.
system_constants_used_ |= 1ull << kSysConst_VertexBaseIndex_Index;
DxbcOpIAdd(index_dest, index_src,
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_VertexBaseIndex_Vec)
.Select(kSysConst_VertexBaseIndex_Comp));
// Convert to float.
DxbcOpIToF(index_dest, index_src);
if (uses_register_dynamic_addressing()) {
// Store to indexed GPR 0 in x0[0].
DxbcOpMov(DxbcDest::X(0, 0, 0b0001), index_src);
PopSystemTemp();
}
}
void DxbcShaderTranslator::StartVertexOrDomainShader() {
// Zero the interpolators.
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
DxbcOpMov(DxbcDest::O(uint32_t(InOutRegister::kVSDSOutInterpolators) + i),
DxbcSrc::LF(0.0f));
}
// 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;
case Shader::HostVertexShaderType::kTriangleDomainConstant:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.xyz.
// ZYX swizzle according to Call of Duty 3 and Viva Pinata.
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0111)
: DxbcDest::R(0, 0b0111),
DxbcSrc::VDomain(0b000110));
if (register_count() >= 2) {
// Copy the control point indices (already swapped and converted to
// float by the host vertex and hull shaders) to r1.xyz.
DxbcDest control_point_index_dest(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1)
: DxbcDest::R(1));
in_control_point_index_used_ = true;
for (uint32_t i = 0; i < 3; ++i) {
DxbcOpMov(control_point_index_dest.Mask(1 << i),
DxbcSrc::VICP(
i, uint32_t(InOutRegister::kDSInControlPointIndex),
DxbcSrc::kXXXX));
}
}
}
break;
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.
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 passes the coordinates in a consistent order, so can
// just use the identity swizzle.
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, 0b0010)
: DxbcDest::R(1, 0b0010),
DxbcSrc::LF(0.0f));
}
}
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.xy.
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0011)
: DxbcDest::R(0, 0b0011),
DxbcSrc::VDomain());
// Control point indices according to the shader from the main menu of
// Defender, which starts from `cndeq r2, c255.xxxy, r1.xyzz, r0.zzzz`,
// where c255.x is 0, and c255.y is 1.
// r0.z for (1 - r0.x) * (1 - r0.y)
// r1.x for r0.x * (1 - r0.y)
// r1.y for r0.x * r0.y
// r1.z for (1 - r0.x) * r0.y
in_control_point_index_used_ = true;
DxbcOpMov(
uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0100)
: DxbcDest::R(0, 0b0100),
DxbcSrc::VICP(0, uint32_t(InOutRegister::kDSInControlPointIndex),
DxbcSrc::kXXXX));
if (register_count() >= 2) {
DxbcDest r1_dest(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1)
: DxbcDest::R(1));
for (uint32_t i = 0; i < 3; ++i) {
DxbcOpMov(
r1_dest.Mask(1 << i),
DxbcSrc::VICP(1 + i,
uint32_t(InOutRegister::kDSInControlPointIndex),
DxbcSrc::kXXXX));
}
}
}
break;
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.yz.
// XY swizzle according to the ground shader in Viva Pinata.
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, 0, 0b0110)
: DxbcDest::R(0, 0b0110),
DxbcSrc::VDomain(0b010000));
// 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, 0, 0b0001),
DxbcSrc::R(primitive_id_temp, DxbcSrc::kXXXX));
// Release primitive_id_temp.
PopSystemTemp();
}
if (register_count() >= 2) {
// Write the swizzle of the UV 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 U and r0.z is V, the
// factors each control point value is multiplied by are the
// following:
// - (1-u)*(1-v), u*(1-v), (1-u)*v, u*v for 0.0 (identity swizzle).
// - u*(1-v), (1-u)*(1-v), u*v, (1-u)*v for 1.0 (YXWZ).
// - u*v, (1-u)*v, u*(1-v), (1-u)*(1-v) for 2.0 (WZYX).
// - (1-u)*v, u*v, (1-u)*(1-v), u*(1-v) for 3.0 (ZWXY).
//
// Direct3D 12 passes the coordinates in a consistent order, so can
// just use the identity swizzle.
DxbcOpMov(uses_register_dynamic_addressing()
? DxbcDest::X(0, 1, 0b0001)
: DxbcDest::R(1, 0b0001),
DxbcSrc::LF(0.0f));
}
}
break;
default:
// TODO(Triang3l): Support line and non-adaptive quad patches.
assert_unhandled_case(host_vertex_shader_type());
EmitTranslationError(
"Unsupported host vertex shader type in StartVertexOrDomainShader");
break;
}
}
void DxbcShaderTranslator::StartPixelShader() {
if (edram_rov_used_) {
// Load the EDRAM addresses and the coverage.
StartPixelShader_LoadROVParameters();
// Do early 2x2 quad rejection if it makes sense.
if (ROV_IsDepthStencilEarly()) {
ROV_DepthStencilTest();
}
}
// If not translating anything, we only need the depth.
if (is_depth_only_pixel_shader_) {
return;
}
if (!edram_rov_used_ && writes_depth()) {
// Initialize the depth output if used, which must be written to regardless
// of the taken execution path.
DxbcOpMov(DxbcDest::ODepth(), DxbcSrc::LF(0.0f));
}
uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
if (interpolator_count != 0) {
// Copy interpolants to GPRs.
for (uint32_t i = 0; i < interpolator_count; ++i) {
DxbcOpMov(uses_register_dynamic_addressing() ? DxbcDest::X(0, i)
: DxbcDest::R(i),
DxbcSrc::V(uint32_t(InOutRegister::kPSInInterpolators) + i));
}
// Write pixel parameters - screen (XY absolute value) and point sprite (ZW
// absolute value) coordinates, facing (X sign bit) - to the specified
// interpolator register (ps_param_gen).
system_constants_used_ |= 1ull << kSysConst_PSParamGen_Index;
DxbcSrc param_gen_index_src(
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_PSParamGen_Vec)
.Select(kSysConst_PSParamGen_Comp));
uint32_t param_gen_temp = PushSystemTemp();
// Check if pixel parameters need to be written.
DxbcOpULT(DxbcDest::R(param_gen_temp, 0b0001), param_gen_index_src,
DxbcSrc::LU(interpolator_count));
DxbcOpIf(true, DxbcSrc::R(param_gen_temp, DxbcSrc::kXXXX));
{
// XY - floored pixel position (Direct3D VPOS) in the absolute value,
// faceness as X sign bit. Using Z as scratch register now.
if (edram_rov_used_) {
// Get XY address of the current host pixel as float.
DxbcOpRoundZ(DxbcDest::R(param_gen_temp, 0b0011),
DxbcSrc::V(uint32_t(InOutRegister::kPSInPosition)));
// Revert resolution scale - after truncating, so if the pixel position
// is passed to tfetch (assuming the game doesn't round it by itself),
// it will be sampled with higher resolution too.
// Check if resolution scale is 2x2 and multiply by 0.5 in this case.
system_constants_used_ |= 1ull
<< kSysConst_EDRAMResolutionSquareScale_Index;
DxbcOpIEq(DxbcDest::R(param_gen_temp, 0b0100),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_EDRAMResolutionSquareScale_Vec)
.Select(kSysConst_EDRAMResolutionSquareScale_Comp),
DxbcSrc::LU(4));
DxbcOpIf(true, DxbcSrc::R(param_gen_temp, DxbcSrc::kZZZZ));
{
DxbcOpMul(DxbcDest::R(param_gen_temp, 0b0011),
DxbcSrc::R(param_gen_temp), DxbcSrc::LF(0.5f));
}
DxbcOpEndIf();
} else {
// Get XY address of the current SSAA sample by converting
// SV_Position.xy to an integer.
DxbcOpFToU(DxbcDest::R(param_gen_temp, 0b0011),
DxbcSrc::V(uint32_t(InOutRegister::kPSInPosition)));
// Undo SSAA that is used instead of MSAA - since it's used as a
// workaround for MSAA emulation, guest pixel position must be the same
// for all samples, so this should be done is integers (or before
// truncating).
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
DxbcOpUShR(
DxbcDest::R(param_gen_temp, 0b0011), DxbcSrc::R(param_gen_temp),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_SampleCountLog2_Vec,
kSysConst_SampleCountLog2_Comp |
((kSysConst_SampleCountLog2_Comp + 1) << 2)));
// Convert the integer position to float Direct3D 9 VPOS.
DxbcOpUToF(DxbcDest::R(param_gen_temp, 0b0011),
DxbcSrc::R(param_gen_temp));
}
// Check if faceness applies to the current primitive type.
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
DxbcOpAnd(DxbcDest::R(param_gen_temp, 0b0100),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_Flags_Vec)
.Select(kSysConst_Flags_Comp),
DxbcSrc::LU(kSysFlag_PrimitiveTwoFaced_Shift));
DxbcOpIf(true, DxbcSrc::R(param_gen_temp, DxbcSrc::kZZZZ));
{
// Negate modifier flips the sign bit even for 0 - set it to minus for
// backfaces.
DxbcOpMovC(
DxbcDest::R(param_gen_temp, 0b0001),
DxbcSrc::V(uint32_t(InOutRegister::kPSInFrontFace), DxbcSrc::kXXXX),
DxbcSrc::R(param_gen_temp, DxbcSrc::kXXXX),
-DxbcSrc::R(param_gen_temp, DxbcSrc::kXXXX));
}
DxbcOpEndIf();
// ZW - UV within a point sprite in the absolute value.
DxbcOpMov(DxbcDest::R(param_gen_temp, 0b1100),
DxbcSrc::V(uint32_t(InOutRegister::kPSInPointParameters),
0b01000000));
// Write ps_param_gen to the specified GPR.
DxbcSrc param_gen_src(DxbcSrc::R(param_gen_temp));
if (uses_register_dynamic_addressing()) {
// Copy the GPR number to r# for relative addressing.
uint32_t param_gen_copy_temp = PushSystemTemp();
DxbcOpMov(DxbcDest::R(param_gen_copy_temp, 0b0001),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_PSParamGen_Vec)
.Select(kSysConst_PSParamGen_Comp));
// Write to the GPR.
DxbcOpMov(DxbcDest::X(0, DxbcIndex(param_gen_copy_temp, 0)),
param_gen_src);
// Release param_gen_copy_temp.
PopSystemTemp();
} else {
if (interpolator_count == 1) {
DxbcOpMov(DxbcDest::R(0), param_gen_src);
} else {
// Write to the r# using binary search.
uint32_t param_gen_copy_temp = PushSystemTemp();
auto param_gen_copy_node = [&](uint32_t low, uint32_t high,
const auto& self) -> void {
assert_true(low < high);
uint32_t mid = low + (high - low + 1) / 2;
DxbcOpULT(DxbcDest::R(param_gen_copy_temp, 0b0001),
param_gen_index_src, DxbcSrc::LU(mid));
DxbcOpIf(true, DxbcSrc::R(param_gen_copy_temp, DxbcSrc::kXXXX));
{
if (low + 1 == mid) {
DxbcOpMov(DxbcDest::R(low), param_gen_src);
} else {
self(low, mid - 1, self);
}
}
DxbcOpElse();
{
if (mid == high) {
DxbcOpMov(DxbcDest::R(mid), param_gen_src);
} else {
self(mid, high, self);
}
}
DxbcOpEndIf();
};
param_gen_copy_node(0, interpolator_count - 1, param_gen_copy_node);
// Release param_gen_copy_temp.
PopSystemTemp();
}
}
}
// Close the ps_param_gen check.
DxbcOpEndIf();
// Release param_gen_temp.
PopSystemTemp();
}
}
void DxbcShaderTranslator::StartTranslation() {
// Allocate labels and registers for subroutines.
label_rov_depth_to_24bit_ = UINT32_MAX;
label_rov_depth_stencil_sample_ = UINT32_MAX;
std::memset(label_rov_color_sample_, 0xFF, sizeof(label_rov_color_sample_));
uint32_t label_index = 0;
system_temps_subroutine_count_ = 0;
if (IsDxbcPixelShader() && edram_rov_used_) {
label_rov_depth_to_24bit_ = label_index++;
system_temps_subroutine_count_ =
std::max((uint32_t)1, system_temps_subroutine_count_);
label_rov_depth_stencil_sample_ = label_index++;
system_temps_subroutine_count_ =
std::max((uint32_t)2, system_temps_subroutine_count_);
for (uint32_t i = 0; i < xe::countof(label_rov_color_sample_); ++i) {
if (writes_color_target(i)) {
label_rov_color_sample_[i] = label_index++;
system_temps_subroutine_count_ =
std::max((uint32_t)4, system_temps_subroutine_count_);
}
}
}
system_temps_subroutine_ = PushSystemTemp(0, system_temps_subroutine_count_);
// Allocate global system temporary registers that may also be used in the
// epilogue.
if (IsDxbcVertexOrDomainShader()) {
system_temp_position_ = PushSystemTemp(0b1111);
system_temp_point_size_edge_flag_kill_vertex_ = PushSystemTemp(0b0100);
// Set the point size to a negative value to tell the geometry shader that
// it should use the global point size if the vertex shader does not
// override it.
DxbcOpMov(
DxbcDest::R(system_temp_point_size_edge_flag_kill_vertex_, 0b0001),
DxbcSrc::LF(-1.0f));
} else if (IsDxbcPixelShader()) {
if (edram_rov_used_) {
// Will be initialized unconditionally.
system_temp_rov_params_ = PushSystemTemp();
// If the shader doesn't write to oDepth, each component will be written
// to if depth/stencil is enabled and the respective sample is covered -
// so need to initialize now because the first writes will be conditional.
// If the shader writes to oDepth, this is oDepth of the shader, written
// by the guest code, so initialize because assumptions can't be made
// about the integrity of the guest code.
system_temp_rov_depth_stencil_ =
PushSystemTemp(writes_depth() ? 0b0001 : 0b1111);
}
for (uint32_t i = 0; i < 4; ++i) {
if (writes_color_target(i)) {
system_temps_color_[i] = PushSystemTemp(0b1111);
}
}
}
if (!is_depth_only_pixel_shader_) {
// Allocate temporary registers for memexport addresses and data.
std::memset(system_temps_memexport_address_, 0xFF,
sizeof(system_temps_memexport_address_));
std::memset(system_temps_memexport_data_, 0xFF,
sizeof(system_temps_memexport_data_));
system_temp_memexport_written_ = UINT32_MAX;
const uint8_t* memexports_written = memexport_eM_written();
for (uint32_t i = 0; i < kMaxMemExports; ++i) {
uint32_t memexport_alloc_written = memexports_written[i];
if (memexport_alloc_written == 0) {
continue;
}
// If memexport is used at all, allocate a register containing whether eM#
// have actually been written to.
if (system_temp_memexport_written_ == UINT32_MAX) {
system_temp_memexport_written_ = PushSystemTemp(0b1111);
}
system_temps_memexport_address_[i] = PushSystemTemp(0b1111);
uint32_t memexport_data_index;
while (xe::bit_scan_forward(memexport_alloc_written,
&memexport_data_index)) {
memexport_alloc_written &= ~(1u << memexport_data_index);
system_temps_memexport_data_[i][memexport_data_index] =
PushSystemTemp();
}
}
// Allocate system temporary variables for the translated code. Since access
// depends on the guest code (thus no guarantees), initialize everything
// now (except for pv, it's an internal temporary variable, not accessible
// by the guest).
system_temp_pv_ = PushSystemTemp();
system_temp_ps_pc_p0_a0_ = PushSystemTemp(0b1111);
system_temp_aL_ = PushSystemTemp(0b1111);
system_temp_loop_count_ = PushSystemTemp(0b1111);
system_temp_grad_h_lod_ = PushSystemTemp(0b1111);
system_temp_grad_v_ = PushSystemTemp(0b0111);
}
// Zero general-purpose registers to prevent crashes when the game references
// them after only initializing them conditionally.
for (uint32_t i = IsDxbcPixelShader() ? kInterpolatorCount : 0;
i < register_count(); ++i) {
DxbcOpMov(
uses_register_dynamic_addressing() ? DxbcDest::X(0, i) : DxbcDest::R(i),
DxbcSrc::LF(0.0f));
}
// Write stage-specific prologue.
if (IsDxbcVertexOrDomainShader()) {
StartVertexOrDomainShader();
} else if (IsDxbcPixelShader()) {
StartPixelShader();
}
// If not translating anything, don't start the main loop.
if (is_depth_only_pixel_shader_) {
return;
}
// Start the main loop (for jumping to labels by setting pc and continuing).
DxbcOpLoop();
// Switch and the first label (pc == 0).
if (UseSwitchForControlFlow()) {
DxbcOpSwitch(DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kYYYY));
DxbcOpCase(DxbcSrc::LU(0));
} else {
DxbcOpIf(false, DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kYYYY));
}
}
void DxbcShaderTranslator::CompleteVertexOrDomainShader() {
uint32_t temp = PushSystemTemp();
DxbcDest temp_x_dest(DxbcDest::R(temp, 0b0001));
DxbcSrc temp_x_src(DxbcSrc::R(temp, DxbcSrc::kXXXX));
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
DxbcSrc flags_src(DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_Flags_Vec)
.Select(kSysConst_Flags_Comp));
// Check if the shader already returns W, not 1/W, and if it doesn't, turn 1/W
// into W.
DxbcOpAnd(temp_x_dest, flags_src, DxbcSrc::LU(kSysFlag_WNotReciprocal));
DxbcOpIf(false, temp_x_src);
DxbcOpRcp(DxbcDest::R(system_temp_position_, 0b1000),
DxbcSrc::R(system_temp_position_, DxbcSrc::kWWWW));
DxbcOpEndIf();
// Check if the shader returns XY/W rather than XY, and if it does, revert
// that.
// TODO(Triang3l): Check if having XY or Z pre-divided by W should result in
// affine interpolation.
DxbcOpAnd(temp_x_dest, flags_src, DxbcSrc::LU(kSysFlag_XYDividedByW));
DxbcOpIf(true, temp_x_src);
DxbcOpMul(DxbcDest::R(system_temp_position_, 0b0011),
DxbcSrc::R(system_temp_position_),
DxbcSrc::R(system_temp_position_, DxbcSrc::kWWWW));
DxbcOpEndIf();
// Check if the shader returns Z/W rather than Z, and if it does, revert that.
// TODO(Triang3l): Check if having XY or Z pre-divided by W should result in
// affine interpolation.
DxbcOpAnd(temp_x_dest, flags_src, DxbcSrc::LU(kSysFlag_ZDividedByW));
DxbcOpIf(true, temp_x_src);
DxbcOpMul(DxbcDest::R(system_temp_position_, 0b0100),
DxbcSrc::R(system_temp_position_, DxbcSrc::kZZZZ),
DxbcSrc::R(system_temp_position_, DxbcSrc::kWWWW));
DxbcOpEndIf();
// Zero-initialize SV_ClipDistance# (for user clip planes) and SV_CullDistance
// (for vertex kill) in case they're not needed.
DxbcOpMov(DxbcDest::O(uint32_t(InOutRegister::kVSDSOutClipDistance0123)),
DxbcSrc::LF(0.0f));
DxbcOpMov(DxbcDest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance),
0b0111),
DxbcSrc::LF(0.0f));
// Clip against user clip planes.
// Not possible to handle UCP_CULL_ONLY_ENA with the same shader though, since
// there can be only 8 SV_ClipDistance + SV_CullDistance values at most, but
// 12 would be needed.
system_constants_used_ |= 1ull << kSysConst_UserClipPlanes_Index;
for (uint32_t i = 0; i < 6; ++i) {
// Check if the clip plane is enabled - this `if` is needed, as opposed to
// just zeroing the clip planes in the constants, so Infinity and NaN in the
// position won't have any effect caused by this if clip planes are
// disabled.
DxbcOpAnd(temp_x_dest, flags_src,
DxbcSrc::LU(kSysFlag_UserClipPlane0 << i));
DxbcOpIf(true, temp_x_src);
DxbcOpDP4(DxbcDest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance0123) + (i >> 2),
1 << (i & 3)),
DxbcSrc::R(system_temp_position_),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_UserClipPlanes_Vec + i));
DxbcOpEndIf();
}
// Apply scale for drawing without a viewport, and also remap from OpenGL
// Z clip space to Direct3D if needed. Also, if the vertex shader is
// multipass, the NDC scale constant can be used to set position to NaN to
// kill all primitives.
system_constants_used_ |= 1ull << kSysConst_NDCScale_Index;
DxbcOpMul(DxbcDest::R(system_temp_position_, 0b0111),
DxbcSrc::R(system_temp_position_),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_NDCScale_Vec,
kSysConst_NDCScale_Comp * 0b010101 + 0b100100));
// Reverse Z (Z = W - Z) if the viewport depth is inverted.
DxbcOpAnd(temp_x_dest, flags_src, DxbcSrc::LU(kSysFlag_ReverseZ));
DxbcOpIf(true, temp_x_src);
DxbcOpAdd(DxbcDest::R(system_temp_position_, 0b0100),
DxbcSrc::R(system_temp_position_, DxbcSrc::kWWWW),
-DxbcSrc::R(system_temp_position_, DxbcSrc::kZZZZ));
DxbcOpEndIf();
// Apply offset (multiplied by W) for drawing without a viewport and for half
// pixel offset.
system_constants_used_ |= 1ull << kSysConst_NDCOffset_Index;
DxbcOpMAd(DxbcDest::R(system_temp_position_, 0b0111),
DxbcSrc::CB(cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
kSysConst_NDCOffset_Vec,
kSysConst_NDCOffset_Comp * 0b010101 + 0b100100),
DxbcSrc::R(system_temp_position_, DxbcSrc::kWWWW),
DxbcSrc::R(system_temp_position_));
// Write Z and W of the position to a separate attribute so ROV output can get
// per-sample depth.
DxbcOpMov(DxbcDest::O(uint32_t(InOutRegister::kVSDSOutClipSpaceZW), 0b0011),
DxbcSrc::R(system_temp_position_, 0b1110));
// Assuming SV_CullDistance was zeroed earlier in this function.
// Kill the primitive if needed - check if the shader wants to kill.
// TODO(Triang3l): Find if the condition is actually the flag being non-zero.
DxbcOpNE(
temp_x_dest,
DxbcSrc::R(system_temp_point_size_edge_flag_kill_vertex_, DxbcSrc::kZZZZ),
DxbcSrc::LF(0.0f));
DxbcOpIf(true, temp_x_src);
{
// Extract the killing condition.
DxbcOpAnd(temp_x_dest, flags_src,
DxbcSrc::LU(kSysFlag_KillIfAnyVertexKilled_Shift));
DxbcOpIf(true, temp_x_src);
{
// Kill the primitive if any vertex is killed - write NaN to position.
DxbcOpMov(DxbcDest::R(system_temp_position_, 0b1000),
DxbcSrc::LF(std::nanf("")));
}
DxbcOpElse();
{
// Kill the primitive if all vertices are killed - set SV_CullDistance to
// negative.
DxbcOpMov(
DxbcDest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance),
0b0100),
DxbcSrc::LF(-1.0f));
}
DxbcOpEndIf();
}
DxbcOpEndIf();
// Write the position to the output.
DxbcOpMov(DxbcDest::O(uint32_t(InOutRegister::kVSDSOutPosition)),
DxbcSrc::R(system_temp_position_));
// Zero the point coordinate (will be set in the geometry shader if needed)
// and write the point size.
DxbcOpMov(
DxbcDest::O(uint32_t(InOutRegister::kVSDSOutPointParameters), 0b0011),
DxbcSrc::LF(0.0f));
DxbcOpMov(
DxbcDest::O(uint32_t(InOutRegister::kVSDSOutPointParameters), 0b0100),
DxbcSrc::R(system_temp_point_size_edge_flag_kill_vertex_,
DxbcSrc::kXXXX));
// Release temp.
PopSystemTemp();
}
void DxbcShaderTranslator::CompleteShaderCode() {
if (!is_depth_only_pixel_shader_) {
// Close the last exec, there's nothing to merge it with anymore, and we're
// closing upper-level flow control blocks.
CloseExecConditionals();
// Close the last label and the switch.
if (UseSwitchForControlFlow()) {
DxbcOpBreak();
DxbcOpEndSwitch();
} else {
DxbcOpEndIf();
}
// End the main loop.
DxbcOpBreak();
DxbcOpEndLoop();
// Release the following system temporary values so epilogue can reuse them:
// - system_temp_pv_.
// - system_temp_ps_pc_p0_a0_.
// - system_temp_aL_.
// - system_temp_loop_count_.
// - system_temp_grad_h_lod_.
// - system_temp_grad_v_.
PopSystemTemp(6);
// Write memexported data to the shared memory UAV.
ExportToMemory();
// Release memexport temporary registers.
for (int i = kMaxMemExports - 1; i >= 0; --i) {
if (system_temps_memexport_address_[i] == UINT32_MAX) {
continue;
}
// Release exported data registers.
for (int j = 4; j >= 0; --j) {
if (system_temps_memexport_data_[i][j] != UINT32_MAX) {
PopSystemTemp();
}
}
// Release the address register.
PopSystemTemp();
}
if (system_temp_memexport_written_ != UINT32_MAX) {
PopSystemTemp();
}
}
// Write stage-specific epilogue.
if (IsDxbcVertexOrDomainShader()) {
CompleteVertexOrDomainShader();
} else if (IsDxbcPixelShader()) {
CompletePixelShader();
}
// Return from `main`.
DxbcOpRet();
// Write subroutines - can only do this immediately after `ret`. They still
// need the global system temps, and can't allocate their own temps (since
// they may be called from anywhere and don't know anything about the caller's
// register allocation).
if (label_rov_depth_to_24bit_ != UINT32_MAX) {
CompleteShaderCode_ROV_DepthTo24BitSubroutine();
}
if (label_rov_depth_stencil_sample_ != UINT32_MAX) {
CompleteShaderCode_ROV_DepthStencilSampleSubroutine();
}
for (uint32_t i = 0; i < 4; ++i) {
if (label_rov_color_sample_[i] != UINT32_MAX) {
CompleteShaderCode_ROV_ColorSampleSubroutine(i);
}
}
if (IsDxbcVertexOrDomainShader()) {
// Release system_temp_position_ and
// system_temp_point_size_edge_flag_kill_vertex_.
PopSystemTemp(2);
} else if (IsDxbcPixelShader()) {
// Release system_temps_color_.
for (int32_t i = 3; i >= 0; --i) {
if (writes_color_target(i)) {
PopSystemTemp();
}
}
if (edram_rov_used_) {
// Release system_temp_rov_params_ and system_temp_rov_depth_stencil_.
PopSystemTemp(2);
}
}
// Release system_temps_subroutine_.
PopSystemTemp(system_temps_subroutine_count_);
}
std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
// Write the code epilogue.
CompleteShaderCode();
shader_object_.clear();
uint32_t has_pcsg = IsDxbcDomainShader() ? 1 : 0;
// Write the shader object header.
shader_object_.push_back('CBXD');
// Checksum (set later).
for (uint32_t i = 0; i < 4; ++i) {
shader_object_.push_back(0);
}
shader_object_.push_back(1);
// Size (set later).
shader_object_.push_back(0);
// 5 or 6 chunks - RDEF, ISGN, optionally PCSG, OSGN, SHEX, STAT.
shader_object_.push_back(5 + has_pcsg);
// Chunk offsets (set later).
for (uint32_t i = 0; i < shader_object_[7]; ++i) {
shader_object_.push_back(0);
}
uint32_t chunk_position_dwords;
// Write Resource DEFinitions.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[8] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('FEDR');
shader_object_.push_back(0);
WriteResourceDefinitions();
shader_object_[chunk_position_dwords + 1] =
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
// Write Input SiGNature.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[9] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('NGSI');
shader_object_.push_back(0);
WriteInputSignature();
shader_object_[chunk_position_dwords + 1] =
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
// Write Patch Constant SiGnature.
if (has_pcsg) {
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[10] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('GSCP');
shader_object_.push_back(0);
WritePatchConstantSignature();
shader_object_[chunk_position_dwords + 1] =
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
}
// Write Output SiGNature.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[10 + has_pcsg] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('NGSO');
shader_object_.push_back(0);
WriteOutputSignature();
shader_object_[chunk_position_dwords + 1] =
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
// Write SHader EXtended.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[11 + has_pcsg] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('XEHS');
shader_object_.push_back(0);
WriteShaderCode();
shader_object_[chunk_position_dwords + 1] =
(uint32_t(shader_object_.size()) - chunk_position_dwords - 2) *
sizeof(uint32_t);
// Write STATistics.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[12 + has_pcsg] = chunk_position_dwords * sizeof(uint32_t);
shader_object_.push_back('TATS');
shader_object_.push_back(sizeof(stat_));
shader_object_.resize(shader_object_.size() +
sizeof(stat_) / sizeof(uint32_t));
std::memcpy(&shader_object_[chunk_position_dwords + 2], &stat_,
sizeof(stat_));
// Fill the remaining fields of the header and copy bytes out.
uint32_t shader_object_size =
uint32_t(shader_object_.size() * sizeof(uint32_t));
shader_object_[6] = shader_object_size;
// The checksum includes the size field, so it must be the last.
CalculateDXBCChecksum(reinterpret_cast<unsigned char*>(shader_object_.data()),
shader_object_size,
reinterpret_cast<unsigned int*>(&shader_object_[1]));
// TODO(Triang3l): Avoid copy?
std::vector<uint8_t> shader_object_bytes;
shader_object_bytes.resize(shader_object_size);
std::memcpy(shader_object_bytes.data(), shader_object_.data(),
shader_object_size);
return shader_object_bytes;
}
void DxbcShaderTranslator::EmitInstructionDisassembly() {
if (!emit_source_map_) {
return;
}
const char* source = instruction_disassembly_buffer_.buffer();
uint32_t length = uint32_t(instruction_disassembly_buffer_.length());
// Trim leading spaces and trailing new line.
while (length != 0 && source[0] == ' ') {
++source;
--length;
}
while (length != 0 && source[length - 1] == '\n') {
--length;
}
if (length == 0) {
return;
}
uint32_t length_dwords =
(length + 1 + (sizeof(uint32_t) - 1)) / sizeof(uint32_t);
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CUSTOMDATA) |
ENCODE_D3D10_SB_CUSTOMDATA_CLASS(D3D10_SB_CUSTOMDATA_COMMENT));
shader_code_.push_back(2 + length_dwords);
size_t offset_dwords = shader_code_.size();
shader_code_.resize(offset_dwords + length_dwords);
char* target = reinterpret_cast<char*>(&shader_code_[offset_dwords]);
std::memcpy(target, source, length);
target[length] = '\0';
// Don't leave uninitialized data, and make sure multiple invocations of the
// translator for the same Xenos shader give the same DXBC.
std::memset(target + length + 1, 0xAB,
length_dwords * sizeof(uint32_t) - length - 1);
}
void DxbcShaderTranslator::LoadDxbcSourceOperand(
const InstructionOperand& operand, DxbcSourceOperand& dxbc_operand) {
// Initialize the values to their defaults.
dxbc_operand.type = DxbcSourceOperand::Type::kZerosOnes;
dxbc_operand.index = 0;
dxbc_operand.addressing_mode = InstructionStorageAddressingMode::kStatic;
dxbc_operand.swizzle = kSwizzleXYZW;
dxbc_operand.is_negated = operand.is_negated;
dxbc_operand.is_absolute_value = operand.is_absolute_value;
dxbc_operand.intermediate_register =
DxbcSourceOperand::kIntermediateRegisterNone;
if (operand.component_count == 0) {
// No components requested, probably totally invalid - give something more
// or less safe (zeros) and exit.
assert_always();
return;
}
// Make the DXBC swizzle, and also check whether there are any components with
// constant zero or one values (in this case, the operand will have to be
// loaded into the intermediate register) and if there are any real components
// at all (if there aren't, a literal can just be loaded).
uint32_t swizzle = 0;
uint32_t constant_components = 0;
uint32_t constant_component_values = 0;
for (uint32_t i = 0; i < uint32_t(operand.component_count); ++i) {
if (operand.components[i] <= SwizzleSource::kW) {
swizzle |= uint32_t(operand.components[i]) << (2 * i);
} else {
constant_components |= 1 << i;
if (operand.components[i] == SwizzleSource::k1) {
constant_component_values |= 1 << i;
}
}
}
// Replicate the last component's swizzle into all unused components.
uint32_t component_last = uint32_t(operand.component_count) - 1;
for (uint32_t i = uint32_t(operand.component_count); i < 4; ++i) {
swizzle |= ((swizzle >> (2 * component_last)) & 0x3) << (2 * i);
constant_components |= ((constant_components >> component_last) & 0x1) << i;
constant_component_values |=
((constant_component_values >> component_last) & 0x1) << i;
}
// If all components are constant, just write a literal.
if (constant_components == 0xF) {
dxbc_operand.index = constant_component_values;
return;
}
dxbc_operand.swizzle = swizzle;
// If the index is dynamic, choose where it's taken from.
uint32_t dynamic_address_register, dynamic_address_component;
if (operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kAddressRelative) {
// Addressed by aL.x.
dynamic_address_register = system_temp_aL_;
dynamic_address_component = 0;
} else {
// Addressed by a0.
dynamic_address_register = system_temp_ps_pc_p0_a0_;
dynamic_address_component = 3;
}
// Actually load the operand.
switch (operand.storage_source) {
case InstructionStorageSource::kRegister:
// ***********************************************************************
// General-purpose register
// ***********************************************************************
if (uses_register_dynamic_addressing()) {
// GPRs are in x0 - need to load to the intermediate register (indexable
// temps are only accessible via mov load/store).
if (dxbc_operand.intermediate_register ==
DxbcSourceOperand::kIntermediateRegisterNone) {
dxbc_operand.intermediate_register = PushSystemTemp();
}
dxbc_operand.type = DxbcSourceOperand::Type::kIntermediateRegister;
if (operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2));
shader_code_.push_back(0);
shader_code_.push_back(operand.storage_index);
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2,
D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
D3D10_SB_OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE));
shader_code_.push_back(0);
shader_code_.push_back(operand.storage_index);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
}
++stat_.instruction_count;
++stat_.array_instruction_count;
} else {
// GPRs are in r# - accessing directly.
assert_true(operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic);
dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
dxbc_operand.index = operand.storage_index;
}
break;
case InstructionStorageSource::kConstantFloat:
// ***********************************************************************
// Float constant
// ***********************************************************************
if (cbuffer_index_float_constants_ == kCbufferIndexUnallocated) {
cbuffer_index_float_constants_ = cbuffer_count_++;
}
dxbc_operand.type = DxbcSourceOperand::Type::kConstantFloat;
dxbc_operand.addressing_mode = operand.storage_addressing_mode;
if (operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic) {
uint32_t float_constant_index =
constant_register_map().GetPackedFloatConstantIndex(
operand.storage_index);
assert_true(float_constant_index != UINT32_MAX);
dxbc_operand.index =
float_constant_index != UINT32_MAX ? float_constant_index : 0;
} else {
assert_true(constant_register_map().float_dynamic_addressing);
dxbc_operand.index = operand.storage_index;
}
break;
default:
// Fall back to constant zeros for invalid types.
dxbc_operand.index = constant_component_values;
dxbc_operand.swizzle = kSwizzleXYZW;
return;
}
// If there are zeros or ones in the swizzle, force load the operand into the
// intermediate register (applying the swizzle and the modifiers), and then
// replace the components there.
if (constant_components != 0) {
if (dxbc_operand.intermediate_register ==
DxbcSourceOperand::kIntermediateRegisterNone) {
dxbc_operand.intermediate_register = PushSystemTemp();
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + DxbcSourceOperandLength(dxbc_operand)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
UseDxbcSourceOperand(dxbc_operand);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Write the constant components.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP,
constant_components, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t i = 0; i < 4; ++i) {
if (constant_component_values & (1 << i)) {
shader_code_.push_back(operand.is_negated ? 0xBF800000u : 0x3F800000u);
} else {
shader_code_.push_back(0);
}
}
++stat_.instruction_count;
++stat_.mov_instruction_count;
dxbc_operand.type = DxbcSourceOperand::Type::kIntermediateRegister;
// Swizzle and modifiers already applied.
dxbc_operand.swizzle = kSwizzleXYZW;
dxbc_operand.is_negated = false;
dxbc_operand.is_absolute_value = false;
}
}
uint32_t DxbcShaderTranslator::DxbcSourceOperandLength(
const DxbcSourceOperand& operand, bool negate, bool absolute) const {
uint32_t length;
switch (operand.type) {
case DxbcSourceOperand::Type::kRegister:
case DxbcSourceOperand::Type::kIntermediateRegister:
// Either a game register (for non-indexable GPRs) or the intermediate
// register with the data loaded (for indexable GPRs, bool and loop
// constants).
length = 2;
break;
case DxbcSourceOperand::Type::kConstantFloat:
if (operand.addressing_mode !=
InstructionStorageAddressingMode::kStatic) {
// Constant buffer, 3D index - immediate 0, immediate 1, immediate plus
// register 2.
length = 6;
} else {
// Constant buffer, 3D immediate index.
length = 4;
}
break;
default:
// Pre-negated literal of zeros and ones (no extension dword), or a
// totally invalid operand replaced by a literal.
return 5;
}
// Apply overrides (for instance, for subtraction). Xenos operand modifiers
// are ignored when forcing absolute value (though negated absolute can still
// be forced in this case).
if (!absolute) {
if (operand.is_negated) {
negate = !negate;
}
absolute |= operand.is_absolute_value;
}
// Modifier extension - neg/abs or non-uniform binding index.
if (negate || absolute) {
++length;
}
return length;
}
void DxbcShaderTranslator::UseDxbcSourceOperand(
const DxbcSourceOperand& operand, uint32_t additional_swizzle,
uint32_t select_component, bool negate, bool absolute) {
// Apply swizzle needed by the instruction implementation in addition to the
// operand swizzle.
uint32_t swizzle = 0;
for (uint32_t i = 0; i < 4; ++i) {
uint32_t swizzle_component = (additional_swizzle >> (i * 2)) & 3;
swizzle |= ((operand.swizzle >> (swizzle_component * 2)) & 3) << (i * 2);
}
// Access either the whole vector or only one component of it, depending to
// what is needed.
uint32_t component_bits =
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT);
if (select_component <= 3) {
component_bits |= ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_MODE) |
(((swizzle >> (select_component * 2)) & 0x3)
<< D3D10_SB_OPERAND_4_COMPONENT_SELECT_1_SHIFT);
} else {
component_bits |= ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
(swizzle << D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_SHIFT);
}
// Apply overrides (for instance, for subtraction). Xenos operand modifiers
// are ignored when forcing absolute value (though negated absolute can still
// be forced in this case).
if (!absolute) {
if (operand.is_negated) {
negate = !negate;
}
absolute |= operand.is_absolute_value;
}
// Build OperandToken1 for modifiers (negate, absolute, minimum precision,
// non-uniform binding index) - if it has any, it will be non-zero.
// NOTE: AMD GPUs or drivers do NOT support non-uniform constant buffer
// indices as of October 1, 2018 - they were causing significant skinned mesh
// corruption when Xenia used multiple descriptors for float constants rather
// than remapping.
uint32_t modifiers = 0;
if (negate && absolute) {
modifiers |= D3D10_SB_OPERAND_MODIFIER_ABSNEG
<< D3D10_SB_OPERAND_MODIFIER_SHIFT;
} else if (negate) {
modifiers |= D3D10_SB_OPERAND_MODIFIER_NEG
<< D3D10_SB_OPERAND_MODIFIER_SHIFT;
} else if (absolute) {
modifiers |= D3D10_SB_OPERAND_MODIFIER_ABS
<< D3D10_SB_OPERAND_MODIFIER_SHIFT;
}
if (modifiers != 0) {
// Mark the extension as containing modifiers.
modifiers |= ENCODE_D3D10_SB_EXTENDED_OPERAND_TYPE(
D3D10_SB_EXTENDED_OPERAND_MODIFIER);
}
uint32_t extended_bit = ENCODE_D3D10_SB_OPERAND_EXTENDED(modifiers);
// Actually write the operand tokens.
switch (operand.type) {
case DxbcSourceOperand::Type::kRegister:
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
component_bits | extended_bit);
if (modifiers != 0) {
shader_code_.push_back(modifiers);
}
shader_code_.push_back(operand.index);
break;
case DxbcSourceOperand::Type::kConstantFloat: {
bool is_static =
operand.addressing_mode == InstructionStorageAddressingMode::kStatic;
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_3D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
1, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
2, is_static ? D3D10_SB_OPERAND_INDEX_IMMEDIATE32
: D3D10_SB_OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE) |
component_bits | extended_bit);
if (modifiers != 0) {
shader_code_.push_back(modifiers);
}
shader_code_.push_back(cbuffer_index_float_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kFloatConstants));
shader_code_.push_back(operand.index);
if (!is_static) {
uint32_t dynamic_address_register, dynamic_address_component;
if (operand.addressing_mode ==
InstructionStorageAddressingMode::kAddressRelative) {
// Addressed by aL.x.
dynamic_address_register = system_temp_aL_;
dynamic_address_component = 0;
} else {
// Addressed by a0.
dynamic_address_register = system_temp_ps_pc_p0_a0_;
dynamic_address_component = 3;
}
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
}
} break;
case DxbcSourceOperand::Type::kIntermediateRegister:
// Already loaded as float to the intermediate temporary register.
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_TEMP) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32) |
component_bits | extended_bit);
if (modifiers != 0) {
shader_code_.push_back(modifiers);
}
shader_code_.push_back(operand.intermediate_register);
break;
default:
// Only zeros and ones in the swizzle, or the safest replacement for an
// invalid operand (such as a fetch constant).
shader_code_.push_back(
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_IMMEDIATE32) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D) |
component_bits);
for (uint32_t i = 0; i < 4; ++i) {
if (operand.index & (1 << i)) {
shader_code_.push_back(negate ? 0xBF800000u : 0x3F800000u);
} else {
shader_code_.push_back(0);
}
}
}
}
void DxbcShaderTranslator::UnloadDxbcSourceOperand(
const DxbcSourceOperand& operand) {
if (operand.intermediate_register !=
DxbcSourceOperand::kIntermediateRegisterNone) {
PopSystemTemp();
}
}
void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
uint32_t reg, bool replicate_x,
bool can_store_memexport_address) {
uint32_t used_write_mask = result.GetUsedWriteMask();
if (result.storage_target == InstructionStorageTarget::kNone ||
!result.GetUsedWriteMask()) {
return;
}
// Validate memexport writes (Halo 3 has some weird invalid ones).
if (result.storage_target == InstructionStorageTarget::kExportAddress) {
if (!can_store_memexport_address || memexport_alloc_current_count_ == 0 ||
memexport_alloc_current_count_ > kMaxMemExports ||
system_temps_memexport_address_[memexport_alloc_current_count_ - 1] ==
UINT32_MAX) {
return;
}
} else if (result.storage_target == InstructionStorageTarget::kExportData) {
if (memexport_alloc_current_count_ == 0 ||
memexport_alloc_current_count_ > kMaxMemExports ||
system_temps_memexport_data_[memexport_alloc_current_count_ - 1]
[result.storage_index] == UINT32_MAX) {
return;
}
}
uint32_t saturate_bit =
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(result.is_clamped);
// Scalar targets get only one component.
// TODO(Triang3l): It's not replicated, it's X specifically.
if (result.storage_target == InstructionStorageTarget::kDepth) {
assert_not_zero(used_write_mask & 0b0001);
SwizzleSource component = result.components[0];
if (replicate_x && component <= SwizzleSource::kW) {
component = SwizzleSource::kX;
}
// Both r[imm32] and imm32 operands are 2 tokens long.
switch (result.storage_target) {
case InstructionStorageTarget::kDepth:
assert_true(writes_depth());
if (writes_depth()) {
if (edram_rov_used_) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_depth_stencil_);
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
}
}
break;
default:
assert_unhandled_case(result.storage_target);
return;
}
if (component <= SwizzleSource::kW) {
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, uint32_t(component), 1));
shader_code_.push_back(reg);
} else {
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(component == SwizzleSource::k1 ? 0x3F800000 : 0);
}
++stat_.instruction_count;
++stat_.mov_instruction_count;
return;
}
// Get the write masks and data required for loading of both the swizzled part
// and the constant (zero/one) part. The write mask is treated also as a read
// mask in DXBC, and `mov r0.zw, r1.xyzw` actually means r0.zw = r1.zw, not
// r0.zw = r1.xy.
uint32_t swizzle_mask = 0;
uint32_t swizzle_components = 0;
uint32_t constant_mask = 0;
uint32_t constant_values = 0;
for (uint32_t i = 0; i < 4; ++i) {
if (!(used_write_mask & (1 << i))) {
continue;
}
SwizzleSource component = result.components[i];
if (component <= SwizzleSource::kW) {
swizzle_mask |= 1 << i;
// If replicating X, just keep zero swizzle (XXXX).
if (!replicate_x) {
swizzle_components |= uint32_t(component) << (i * 2);
}
} else {
constant_mask |= 1 << i;
constant_values |= (component == SwizzleSource::k1 ? 1 : 0) << i;
}
}
bool is_static = result.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic;
// If the index is dynamic, choose where it's taken from.
uint32_t dynamic_address_register, dynamic_address_component;
if (result.storage_addressing_mode ==
InstructionStorageAddressingMode::kAddressRelative) {
// Addressed by aL.x.
dynamic_address_register = system_temp_aL_;
dynamic_address_component = 0;
} else {
// Addressed by a0.
dynamic_address_register = system_temp_ps_pc_p0_a0_;
dynamic_address_component = 3;
}
// Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
for (uint32_t i = 0; i < 2; ++i) {
uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
if (mask == 0) {
continue;
}
// r# for the swizzled part, 4-component imm32 for the constant part.
uint32_t source_length = i != 0 ? 5 : 2;
switch (result.storage_target) {
case InstructionStorageTarget::kRegister:
if (uses_register_dynamic_addressing()) {
++stat_.instruction_count;
++stat_.array_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH((is_static ? 4 : 6) +
source_length) |
saturate_bit);
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, mask, 2,
D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
is_static ? D3D10_SB_OPERAND_INDEX_IMMEDIATE32
: D3D10_SB_OPERAND_INDEX_IMMEDIATE32_PLUS_RELATIVE));
shader_code_.push_back(0);
shader_code_.push_back(result.storage_index);
if (!is_static) {
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
}
} else {
assert_true(is_static);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(result.storage_index);
}
break;
case InstructionStorageTarget::kInterpolator:
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, mask, 1));
shader_code_.push_back(uint32_t(InOutRegister::kVSDSOutInterpolators) +
uint32_t(result.storage_index));
break;
case InstructionStorageTarget::kPosition:
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(system_temp_position_);
break;
case InstructionStorageTarget::kPointSizeEdgeFlagKillVertex:
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(system_temp_point_size_edge_flag_kill_vertex_);
break;
case InstructionStorageTarget::kExportAddress:
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(
system_temps_memexport_address_[memexport_alloc_current_count_ -
1]);
break;
case InstructionStorageTarget::kExportData:
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(
system_temps_memexport_data_[memexport_alloc_current_count_ - 1]
[uint32_t(result.storage_index)]);
break;
case InstructionStorageTarget::kColor:
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + source_length) |
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(system_temps_color_[result.storage_index]);
break;
default:
continue;
}
if (i == 0) {
// Copy from the source r#.
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, swizzle_components, 1));
shader_code_.push_back(reg);
} else {
// Load constants.
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back((constant_values & (1 << j)) ? 0x3F800000 : 0);
}
}
}
if (result.storage_target == InstructionStorageTarget::kExportData) {
// Mark that the eM# has been written to and needs to be exported.
uint32_t memexport_index = memexport_alloc_current_count_ - 1;
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, 1 << (memexport_index >> 2), 1));
shader_code_.push_back(system_temp_memexport_written_);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
memexport_index >> 2, 1));
shader_code_.push_back(system_temp_memexport_written_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
uint32_t(1) << (result.storage_index + ((memexport_index & 3) << 3)));
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
if (edram_rov_used_ &&
result.storage_target == InstructionStorageTarget::kColor) {
// For ROV output, mark that the color has been written to.
// According to:
// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx9-graphics-reference-asm-ps-registers-output-color
// if a color target has been written to - including due to flow control -
// the render target must not be modified (the unwritten components of a
// written target are undefined, not sure if this behavior is respected on
// the real GPU, but the ROV code currently uses pre-packed masks to keep
// the old values, so preservation of components is not done).
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, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (8 + result.storage_index));
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
}
void DxbcShaderTranslator::UpdateExecConditionalsAndEmitDisassembly(
ParsedExecInstruction::Type type, uint32_t bool_constant_index,
bool condition) {
// Check if we can merge the new exec with the previous one, or the jump with
// the previous exec. The instruction-level predicate check is also merged in
// this case.
bool merge = false;
if (type == ParsedExecInstruction::Type::kConditional) {
// Can merge conditional with conditional, as long as the bool constant and
// the expected values are the same.
if (cf_exec_bool_constant_ == bool_constant_index &&
cf_exec_bool_constant_condition_ == condition) {
merge = true;
}
} else if (type == ParsedExecInstruction::Type::kPredicated) {
// Can merge predicated with predicated if the conditions are the same and
// the previous exec hasn't modified the predicate register.
if (!cf_exec_predicate_written_ && cf_exec_predicated_ &&
cf_exec_predicate_condition_ == condition) {
merge = true;
}
} else {
// Can merge unconditional with unconditional.
if (cf_exec_bool_constant_ == kCfExecBoolConstantNone &&
!cf_exec_predicated_) {
merge = true;
}
}
if (merge) {
// Emit the disassembly for the exec/jump merged with the previous one.
EmitInstructionDisassembly();
return;
}
CloseExecConditionals();
// Emit the disassembly for the new exec/jump.
EmitInstructionDisassembly();
if (type == ParsedExecInstruction::Type::kConditional) {
uint32_t bool_constant_test_temp = PushSystemTemp();
// Check the bool constant value.
if (cbuffer_index_bool_loop_constants_ == kCbufferIndexUnallocated) {
cbuffer_index_bool_loop_constants_ = cbuffer_count_++;
}
DxbcOpAnd(DxbcDest::R(bool_constant_test_temp, 0b0001),
DxbcSrc::CB(cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
bool_constant_index >> 7)
.Select((bool_constant_index >> 5) & 3),
DxbcSrc::LU(uint32_t(1) << (bool_constant_index & 31)));
// Open the new `if`.
DxbcOpIf(condition, DxbcSrc::R(bool_constant_test_temp, DxbcSrc::kXXXX));
// Release bool_constant_test_temp.
PopSystemTemp();
cf_exec_bool_constant_ = bool_constant_index;
cf_exec_bool_constant_condition_ = condition;
} else if (type == ParsedExecInstruction::Type::kPredicated) {
DxbcOpIf(condition, DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kZZZZ));
cf_exec_predicated_ = true;
cf_exec_predicate_condition_ = condition;
}
}
void DxbcShaderTranslator::CloseExecConditionals() {
// Within the exec - instruction-level predicate check.
CloseInstructionPredication();
// Exec level.
if (cf_exec_bool_constant_ != kCfExecBoolConstantNone ||
cf_exec_predicated_) {
DxbcOpEndIf();
cf_exec_bool_constant_ = kCfExecBoolConstantNone;
cf_exec_predicated_ = false;
}
// Nothing relies on the predicate value being unchanged now.
cf_exec_predicate_written_ = false;
}
void DxbcShaderTranslator::UpdateInstructionPredicationAndEmitDisassembly(
bool predicated, bool condition) {
if (!predicated) {
CloseInstructionPredication();
EmitInstructionDisassembly();
return;
}
if (cf_instruction_predicate_if_open_) {
if (cf_instruction_predicate_condition_ == condition) {
// Already in the needed instruction-level `if`.
EmitInstructionDisassembly();
return;
}
CloseInstructionPredication();
}
// Emit the disassembly before opening (or not opening) the new conditional.
EmitInstructionDisassembly();
// If the instruction predicate condition is the same as the exec predicate
// condition, no need to open a check. However, if there was a `setp` prior
// to this instruction, the predicate value now may be different than it was
// in the beginning of the exec.
if (!cf_exec_predicate_written_ && cf_exec_predicated_ &&
cf_exec_predicate_condition_ == condition) {
return;
}
DxbcOpIf(condition, DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kZZZZ));
cf_instruction_predicate_if_open_ = true;
cf_instruction_predicate_condition_ = condition;
}
void DxbcShaderTranslator::CloseInstructionPredication() {
if (cf_instruction_predicate_if_open_) {
DxbcOpEndIf();
cf_instruction_predicate_if_open_ = false;
}
}
void DxbcShaderTranslator::JumpToLabel(uint32_t address) {
DxbcOpMov(DxbcDest::R(system_temp_ps_pc_p0_a0_, 0b0010),
DxbcSrc::LU(address));
DxbcOpContinue();
}
void DxbcShaderTranslator::ProcessLabel(uint32_t cf_index) {
if (cf_index == 0) {
// 0 already added in the beginning.
return;
}
// Close flow control on the deeper levels below - prevent attempts to merge
// execs across labels.
CloseExecConditionals();
if (UseSwitchForControlFlow()) {
// Fallthrough to the label from the previous one on the next iteration if
// no `continue` was done. Can't simply fallthrough because in DXBC, a
// non-empty switch case must end with a break.
JumpToLabel(cf_index);
// Close the previous label.
DxbcOpBreak();
// Go to the next label.
DxbcOpCase(DxbcSrc::LU(cf_index));
} else {
// Close the previous label.
DxbcOpEndIf();
// if (pc <= cf_index)
uint32_t test_temp = PushSystemTemp();
DxbcOpUGE(DxbcDest::R(test_temp, 0b0001), DxbcSrc::LU(cf_index),
DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kYYYY));
DxbcOpIf(true, DxbcSrc::R(test_temp, DxbcSrc::kXXXX));
// Release test_temp.
PopSystemTemp();
}
}
void DxbcShaderTranslator::ProcessExecInstructionBegin(
const ParsedExecInstruction& instr) {
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
}
UpdateExecConditionalsAndEmitDisassembly(
instr.type, instr.bool_constant_index, instr.condition);
}
void DxbcShaderTranslator::ProcessExecInstructionEnd(
const ParsedExecInstruction& instr) {
if (instr.is_end) {
// Break out of the main loop.
CloseInstructionPredication();
if (UseSwitchForControlFlow()) {
// Write an invalid value to pc.
DxbcOpMov(DxbcDest::R(system_temp_ps_pc_p0_a0_, 0b0010),
DxbcSrc::LU(UINT32_MAX));
// Go to the next iteration, where switch cases won't be reached.
DxbcOpContinue();
} else {
DxbcOpBreak();
}
}
}
void DxbcShaderTranslator::ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) {
// loop il<idx>, L<idx> - loop with loop data il<idx>, end @ L<idx>
// Loop control is outside execs - actually close the last exec.
CloseExecConditionals();
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
EmitInstructionDisassembly();
}
// Count (as uint) in bits 0:7 of the loop constant, initial aL in 8:15.
// Starting from vector 2 because of bool constants.
if (cbuffer_index_bool_loop_constants_ == kCbufferIndexUnallocated) {
cbuffer_index_bool_loop_constants_ = cbuffer_count_++;
}
DxbcSrc loop_constant_src(
DxbcSrc::CB(cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
2 + (instr.loop_constant_index >> 2))
.Select(instr.loop_constant_index & 3));
// Push the count to the loop count stack - move XYZ to YZW and set X to this
// loop count.
DxbcOpMov(DxbcDest::R(system_temp_loop_count_, 0b1110),
DxbcSrc::R(system_temp_loop_count_, 0b10010000));
DxbcOpAnd(DxbcDest::R(system_temp_loop_count_, 0b0001), loop_constant_src,
DxbcSrc::LU(UINT8_MAX));
// Push aL - keep the same value as in the previous loop if repeating, or the
// new one otherwise.
DxbcOpMov(DxbcDest::R(system_temp_aL_, instr.is_repeat ? 0b1111 : 0b1110),
DxbcSrc::R(system_temp_aL_, 0b10010000));
if (!instr.is_repeat) {
DxbcOpUBFE(DxbcDest::R(system_temp_aL_, 0b0001), DxbcSrc::LU(8),
DxbcSrc::LU(8), loop_constant_src);
}
// Break if the loop counter is 0 (since the condition is checked in the end).
DxbcOpIf(false, DxbcSrc::R(system_temp_loop_count_, DxbcSrc::kXXXX));
JumpToLabel(instr.loop_skip_address);
DxbcOpEndIf();
}
void DxbcShaderTranslator::ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) {
// endloop il<idx>, L<idx> - end loop w/ data il<idx>, head @ L<idx>
// Loop control is outside execs - actually close the last exec.
CloseExecConditionals();
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
EmitInstructionDisassembly();
}
// Subtract 1 from the loop counter.
DxbcOpIAdd(DxbcDest::R(system_temp_loop_count_, 0b0001),
DxbcSrc::R(system_temp_loop_count_, DxbcSrc::kXXXX),
DxbcSrc::LI(-1));
if (instr.is_predicated_break) {
// if (loop_count.x == 0 || [!]p0)
uint32_t break_case_temp = PushSystemTemp();
if (instr.predicate_condition) {
// If p0 is non-zero, set the test value to 0 (since if_z is used,
// otherwise check if the loop counter is zero).
DxbcOpMovC(DxbcDest::R(break_case_temp, 0b0001),
DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kZZZZ),
DxbcSrc::LU(0),
DxbcSrc::R(system_temp_loop_count_, DxbcSrc::kXXXX));
} else {
// If p0 is zero, set the test value to 0 (since if_z is used, otherwise
// check if the loop counter is zero).
DxbcOpMovC(DxbcDest::R(break_case_temp, 0b0001),
DxbcSrc::R(system_temp_ps_pc_p0_a0_, DxbcSrc::kZZZZ),
DxbcSrc::R(system_temp_loop_count_, DxbcSrc::kXXXX),
DxbcSrc::LU(0));
}
DxbcOpIf(false, DxbcSrc::R(break_case_temp, DxbcSrc::kXXXX));
// Release break_case_temp.
PopSystemTemp();
} else {
// if (loop_count.x == 0)
DxbcOpIf(false, DxbcSrc::R(system_temp_loop_count_, DxbcSrc::kXXXX));
}
{
// Break case.
// Pop the current loop off the stack, move YZW to XYZ and set W to 0.
DxbcOpMov(DxbcDest::R(system_temp_loop_count_, 0b0111),
DxbcSrc::R(system_temp_loop_count_, 0b111001));
DxbcOpMov(DxbcDest::R(system_temp_loop_count_, 0b1000), DxbcSrc::LU(0));
// Now going to fall through to the next exec (no need to jump).
}
DxbcOpElse();
{
// Continue case.
uint32_t aL_add_temp = PushSystemTemp();
// Extract the value to add to aL (in bits 16:23 of the loop constant).
// Starting from vector 2 because of bool constants.
if (cbuffer_index_bool_loop_constants_ == kCbufferIndexUnallocated) {
cbuffer_index_bool_loop_constants_ = cbuffer_count_++;
}
DxbcOpUBFE(DxbcDest::R(aL_add_temp, 0b0001), DxbcSrc::LU(8),
DxbcSrc::LU(16),
DxbcSrc::CB(cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
2 + (instr.loop_constant_index >> 2))
.Select(instr.loop_constant_index & 3));
// Add the needed value to aL.
DxbcOpIAdd(DxbcDest::R(system_temp_aL_, 0b0001),
DxbcSrc::R(system_temp_aL_, DxbcSrc::kXXXX),
DxbcSrc::R(aL_add_temp, DxbcSrc::kXXXX));
// Release aL_add_temp.
PopSystemTemp();
// Jump back to the beginning of the loop body.
JumpToLabel(instr.loop_body_address);
}
DxbcOpEndIf();
}
void DxbcShaderTranslator::ProcessJumpInstruction(
const ParsedJumpInstruction& instr) {
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
}
// Treat like exec, merge with execs if possible, since it's an if too.
ParsedExecInstruction::Type type;
if (instr.type == ParsedJumpInstruction::Type::kConditional) {
type = ParsedExecInstruction::Type::kConditional;
} else if (instr.type == ParsedJumpInstruction::Type::kPredicated) {
type = ParsedExecInstruction::Type::kPredicated;
} else {
type = ParsedExecInstruction::Type::kUnconditional;
}
UpdateExecConditionalsAndEmitDisassembly(type, instr.bool_constant_index,
instr.condition);
// UpdateExecConditionalsAndEmitDisassembly may not necessarily close the
// instruction-level predicate check (it's not necessary if the execs are
// merged), but here the instruction itself is on the flow control level, so
// the predicate check is on the flow control level too.
CloseInstructionPredication();
JumpToLabel(instr.target_address);
}
void DxbcShaderTranslator::ProcessAllocInstruction(
const ParsedAllocInstruction& instr) {
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
EmitInstructionDisassembly();
}
if (instr.type == AllocType::kMemory) {
++memexport_alloc_current_count_;
}
}
uint32_t DxbcShaderTranslator::AppendString(std::vector<uint32_t>& dest,
const char* source) {
size_t size = std::strlen(source) + 1;
size_t size_aligned = xe::align(size, sizeof(uint32_t));
size_t dest_position = dest.size();
dest.resize(dest_position + size_aligned / sizeof(uint32_t));
std::memcpy(&dest[dest_position], source, size);
// Don't leave uninitialized data, and make sure multiple invocations of the
// translator for the same Xenos shader give the same DXBC.
std::memset(reinterpret_cast<uint8_t*>(&dest[dest_position]) + size, 0xAB,
size_aligned - size);
return uint32_t(size_aligned);
}
const DxbcShaderTranslator::RdefType DxbcShaderTranslator::rdef_types_[size_t(
DxbcShaderTranslator::RdefTypeIndex::kCount)] = {
// kFloat
{"float", DxbcRdefVariableClass::kScalar, DxbcRdefVariableType::kFloat, 1,
1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
// kFloat2
{"float2", DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kFloat, 1,
2, 0, 0, RdefTypeIndex::kUnknown, nullptr},
// kFloat3
{"float3", DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kFloat, 1,
3, 0, 0, RdefTypeIndex::kUnknown, nullptr},
// kFloat4
{"float4", DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kFloat, 1,
4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
// kInt
{"int", DxbcRdefVariableClass::kScalar, DxbcRdefVariableType::kInt, 1, 1, 0,
0, RdefTypeIndex::kUnknown, nullptr},
// kUint
{"uint", DxbcRdefVariableClass::kScalar, DxbcRdefVariableType::kUInt, 1, 1,
0, 0, RdefTypeIndex::kUnknown, nullptr},
// kUint2
{"uint2", DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kUInt, 1, 2,
0, 0, RdefTypeIndex::kUnknown, nullptr},
// kUint4
{"uint4", DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kUInt, 1, 4,
0, 0, RdefTypeIndex::kUnknown, nullptr},
// kFloat4Array4
{nullptr, DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kFloat, 1,
4, 4, 0, RdefTypeIndex::kFloat4, nullptr},
// kFloat4Array6
{nullptr, DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kFloat, 1,
4, 6, 0, RdefTypeIndex::kFloat4, nullptr},
// kFloat4ConstantArray - float constants - size written dynamically.
{nullptr, DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kFloat, 1,
4, 0, 0, RdefTypeIndex::kFloat4, nullptr},
// kUint4Array2
{nullptr, DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kUInt, 1, 4,
2, 0, RdefTypeIndex::kUint4, nullptr},
// kUint4Array8
{nullptr, DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kUInt, 1, 4,
8, 0, RdefTypeIndex::kUint4, nullptr},
// kUint4Array48
{nullptr, DxbcRdefVariableClass::kVector, DxbcRdefVariableType::kUInt, 1, 4,
48, 0, RdefTypeIndex::kUint4, nullptr},
};
const DxbcShaderTranslator::SystemConstantRdef DxbcShaderTranslator::
system_constant_rdef_[DxbcShaderTranslator::kSysConst_Count] = {
{"xe_flags", RdefTypeIndex::kUint, 4},
{"xe_line_loop_closing_index", RdefTypeIndex::kUint, 4},
{"xe_vertex_index_endian", RdefTypeIndex::kUint, 4},
{"xe_vertex_base_index", RdefTypeIndex::kInt, 4},
{"xe_user_clip_planes", RdefTypeIndex::kFloat4Array6, 96},
{"xe_ndc_scale", RdefTypeIndex::kFloat3, 12},
{"xe_ps_param_gen", RdefTypeIndex::kUint, 4},
{"xe_ndc_offset", RdefTypeIndex::kFloat3, 12},
{"xe_alpha_test_reference", RdefTypeIndex::kFloat, 4},
{"xe_point_size", RdefTypeIndex::kFloat2, 8},
{"xe_point_size_min_max", RdefTypeIndex::kFloat2, 8},
{"xe_point_screen_to_ndc", RdefTypeIndex::kFloat2, 8},
{"xe_sample_count_log2", RdefTypeIndex::kUint2, 8},
{"xe_edram_resolution_square_scale", RdefTypeIndex::kUint, 4},
{"xe_edram_pitch_tiles", RdefTypeIndex::kUint, 4},
{"xe_edram_depth_base_dwords", RdefTypeIndex::kUint, 4, 4},
{"xe_color_exp_bias", RdefTypeIndex::kFloat4, 16},
{"xe_color_output_map", RdefTypeIndex::kUint4, 16},
{"xe_tessellation_factor_range", RdefTypeIndex::kFloat2, 8},
{"xe_edram_depth_range", RdefTypeIndex::kFloat2, 8},
{"xe_edram_poly_offset_front", RdefTypeIndex::kFloat2, 8},
{"xe_edram_poly_offset_back", RdefTypeIndex::kFloat2, 8},
{"xe_edram_stencil", RdefTypeIndex::kUint4Array2, 32},
{"xe_edram_rt_base_dwords_scaled", RdefTypeIndex::kUint4, 16},
{"xe_edram_rt_format_flags", RdefTypeIndex::kUint4, 16},
{"xe_edram_rt_clamp", RdefTypeIndex::kFloat4Array4, 64},
{"xe_edram_rt_keep_mask", RdefTypeIndex::kUint4Array2, 32},
{"xe_edram_rt_blend_factors_ops", RdefTypeIndex::kUint4, 16},
{"xe_edram_blend_constant", RdefTypeIndex::kFloat4, 16},
};
void DxbcShaderTranslator::WriteResourceDefinitions() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t new_offset;
// ***************************************************************************
// Header
// ***************************************************************************
// Constant buffer count.
shader_object_.push_back(cbuffer_count_);
// Constant buffer offset (set later).
shader_object_.push_back(0);
// Bound resource count (samplers, SRV, UAV, CBV).
uint32_t resource_count = cbuffer_count_;
if (!is_depth_only_pixel_shader_) {
// + 2 for shared memory SRV and UAV (vfetches can appear in pixel shaders
// too, and the UAV is needed for memexport, however, the choice between
// SRV and UAV is per-pipeline, not per-shader - a resource can't be in a
// read-only state (SRV, IBV) if it's in a read/write state such as UAV).
resource_count +=
uint32_t(sampler_bindings_.size()) + 2 + uint32_t(texture_srvs_.size());
}
if (IsDxbcPixelShader() && edram_rov_used_) {
// EDRAM.
++resource_count;
}
shader_object_.push_back(resource_count);
// Bound resource buffer offset (set later).
shader_object_.push_back(0);
if (IsDxbcVertexShader()) {
// vs_5_1
shader_object_.push_back(0xFFFE0501u);
} else if (IsDxbcDomainShader()) {
// ds_5_1
shader_object_.push_back(0x44530501u);
} else {
assert_true(IsDxbcPixelShader());
// ps_5_1
shader_object_.push_back(0xFFFF0501u);
}
// Compiler flags - default for SM 5.1 (no preshader, prefer flow control),
// and also skip optimization and IEEE strictness.
shader_object_.push_back(0x2504);
// Generator offset (directly after the RDEF header in our case).
shader_object_.push_back(60);
// RD11, but with nibbles inverted (unlike in SM 5.0).
shader_object_.push_back(0x25441313);
// Unknown fields.
shader_object_.push_back(60);
shader_object_.push_back(24);
// Was 32 in SM 5.0.
shader_object_.push_back(40);
shader_object_.push_back(40);
shader_object_.push_back(36);
shader_object_.push_back(12);
shader_object_.push_back(0);
// Generator name.
AppendString(shader_object_, "Xenia");
// ***************************************************************************
// Constant types
// ***************************************************************************
// Type names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t type_name_offsets[size_t(RdefTypeIndex::kCount)];
for (uint32_t i = 0; i < uint32_t(RdefTypeIndex::kCount); ++i) {
const RdefType& type = rdef_types_[i];
if (type.name == nullptr) {
// Array - use the name of the element type.
type_name_offsets[i] =
type_name_offsets[uint32_t(type.array_element_type)];
continue;
}
type_name_offsets[i] = new_offset;
new_offset += AppendString(shader_object_, type.name);
}
// Types.
uint32_t types_position_dwords = uint32_t(shader_object_.size());
const uint32_t type_size_dwords = 9;
uint32_t types_offset =
(types_position_dwords - chunk_position_dwords) * sizeof(uint32_t);
const uint32_t type_size = type_size_dwords * sizeof(uint32_t);
for (uint32_t i = 0; i < uint32_t(RdefTypeIndex::kCount); ++i) {
const RdefType& type = rdef_types_[i];
shader_object_.push_back(uint32_t(type.variable_class) |
(uint32_t(type.variable_type) << 16));
shader_object_.push_back(type.row_count | (type.column_count << 16));
if (RdefTypeIndex(i) == RdefTypeIndex::kFloat4ConstantArray) {
// Declaring a 0-sized array may not be safe, so write something valid
// even if they aren't used.
shader_object_.push_back(
std::max(constant_register_map().float_count, uint32_t(1)));
} else {
shader_object_.push_back(type.element_count |
(type.struct_member_count << 16));
}
// Struct member offset (set later).
shader_object_.push_back(0);
// Unknown.
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(type_name_offsets[i]);
}
#if 0
// Structure members. Structures are not used currently, but were used in the
// past, so the code is kept here.
for (uint32_t i = 0; i < uint32_t(RdefTypeIndex::kCount); ++i) {
const RdefType& type = rdef_types_[i];
const RdefStructMember* struct_members = type.struct_members;
if (struct_members == nullptr) {
continue;
}
uint32_t struct_member_position_dwords = uint32_t(shader_object_.size());
shader_object_[types_position_dwords + i * type_size_dwords + 3] =
(struct_member_position_dwords - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t struct_member_count = type.struct_member_count;
// Reserve space for names and write types and offsets.
for (uint32_t j = 0; j < struct_member_count; ++j) {
shader_object_.push_back(0);
shader_object_.push_back(types_offset +
uint32_t(struct_members[j].type) * type_size);
shader_object_.push_back(struct_members[j].offset);
}
// Write member names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
for (uint32_t j = 0; j < struct_member_count; ++j) {
shader_object_[struct_member_position_dwords + j * 3] = new_offset;
new_offset += AppendString(shader_object_, struct_members[j].name);
}
}
#endif
// ***************************************************************************
// Constants
// ***************************************************************************
// Names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t constant_name_offsets_system[kSysConst_Count];
if (cbuffer_index_system_constants_ != kCbufferIndexUnallocated) {
for (uint32_t i = 0; i < kSysConst_Count; ++i) {
constant_name_offsets_system[i] = new_offset;
new_offset += AppendString(shader_object_, system_constant_rdef_[i].name);
}
}
uint32_t constant_name_offset_float = new_offset;
if (cbuffer_index_float_constants_ != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_float_constants");
}
uint32_t constant_name_offset_bool = new_offset;
uint32_t constant_name_offset_loop = constant_name_offset_bool;
if (cbuffer_index_bool_loop_constants_ != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_bool_constants");
constant_name_offset_loop = new_offset;
new_offset += AppendString(shader_object_, "xe_loop_constants");
}
uint32_t constant_name_offset_fetch = new_offset;
if (constant_name_offset_fetch != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_fetch_constants");
}
const uint32_t constant_size = 10 * sizeof(uint32_t);
// System constants.
uint32_t constant_offset_system = new_offset;
if (cbuffer_index_system_constants_ != kCbufferIndexUnallocated) {
uint32_t system_cbuffer_constant_offset = 0;
for (uint32_t i = 0; i < kSysConst_Count; ++i) {
const SystemConstantRdef& constant = system_constant_rdef_[i];
shader_object_.push_back(constant_name_offsets_system[i]);
shader_object_.push_back(system_cbuffer_constant_offset);
shader_object_.push_back(constant.size);
shader_object_.push_back((system_constants_used_ & (1ull << i))
? kDxbcRdefVariableFlagUsed
: 0);
shader_object_.push_back(types_offset +
uint32_t(constant.type) * type_size);
// Default value (always 0).
shader_object_.push_back(0);
// Unknown.
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
system_cbuffer_constant_offset += constant.size + constant.padding_after;
new_offset += constant_size;
}
}
// Float constants.
uint32_t constant_offset_float = new_offset;
if (cbuffer_index_float_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(constant_name_offset_float);
shader_object_.push_back(0);
shader_object_.push_back(
std::max(constant_register_map().float_count, uint32_t(1)) * 4 *
sizeof(float));
shader_object_.push_back(kDxbcRdefVariableFlagUsed);
shader_object_.push_back(types_offset +
uint32_t(RdefTypeIndex::kFloat4ConstantArray) *
type_size);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
new_offset += constant_size;
}
// Bool and loop constants.
uint32_t constant_offset_bool_loop = new_offset;
if (cbuffer_index_bool_loop_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(constant_name_offset_bool);
shader_object_.push_back(0);
shader_object_.push_back(2 * 4 * sizeof(uint32_t));
shader_object_.push_back(kDxbcRdefVariableFlagUsed);
shader_object_.push_back(types_offset +
uint32_t(RdefTypeIndex::kUint4Array2) * type_size);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
new_offset += constant_size;
shader_object_.push_back(constant_name_offset_loop);
shader_object_.push_back(2 * 4 * sizeof(uint32_t));
shader_object_.push_back(8 * 4 * sizeof(uint32_t));
shader_object_.push_back(kDxbcRdefVariableFlagUsed);
shader_object_.push_back(types_offset +
uint32_t(RdefTypeIndex::kUint4Array8) * type_size);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
new_offset += constant_size;
}
// Fetch constants.
uint32_t constant_offset_fetch = new_offset;
if (cbuffer_index_fetch_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(constant_name_offset_fetch);
shader_object_.push_back(0);
shader_object_.push_back(32 * 6 * sizeof(uint32_t));
shader_object_.push_back(kDxbcRdefVariableFlagUsed);
shader_object_.push_back(
types_offset + uint32_t(RdefTypeIndex::kUint4Array48) * type_size);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0);
new_offset += constant_size;
}
// ***************************************************************************
// Constant buffers
// ***************************************************************************
// Write the names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t cbuffer_name_offset_system = new_offset;
if (cbuffer_index_system_constants_ != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_system_cbuffer");
}
uint32_t cbuffer_name_offset_float = new_offset;
if (cbuffer_index_float_constants_ != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_float_cbuffer");
}
uint32_t cbuffer_name_offset_bool_loop = new_offset;
if (cbuffer_index_bool_loop_constants_ != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_bool_loop_cbuffer");
}
uint32_t cbuffer_name_offset_fetch = new_offset;
if (cbuffer_index_fetch_constants_ != kCbufferIndexUnallocated) {
new_offset += AppendString(shader_object_, "xe_fetch_cbuffer");
}
// Write the offset to the header.
shader_object_[chunk_position_dwords + 1] = new_offset;
// Write all the constant buffers, sorted by their binding index.
for (uint32_t i = 0; i < cbuffer_count_; ++i) {
if (i == cbuffer_index_system_constants_) {
shader_object_.push_back(cbuffer_name_offset_system);
shader_object_.push_back(kSysConst_Count);
shader_object_.push_back(constant_offset_system);
shader_object_.push_back(
uint32_t(xe::align(sizeof(SystemConstants), 4 * sizeof(uint32_t))));
shader_object_.push_back(uint32_t(DxbcRdefCbufferType::kCbuffer));
// No D3D_SHADER_CBUFFER_FLAGS.
shader_object_.push_back(0);
} else if (i == cbuffer_index_float_constants_) {
shader_object_.push_back(cbuffer_name_offset_float);
shader_object_.push_back(1);
shader_object_.push_back(constant_offset_float);
shader_object_.push_back(
std::max(constant_register_map().float_count, uint32_t(1)) * 4 *
sizeof(float));
shader_object_.push_back(uint32_t(DxbcRdefCbufferType::kCbuffer));
shader_object_.push_back(0);
} else if (i == cbuffer_index_bool_loop_constants_) {
shader_object_.push_back(cbuffer_name_offset_bool_loop);
// Bool constants and loop constants are separate for easier debugging.
shader_object_.push_back(2);
shader_object_.push_back(constant_offset_bool_loop);
shader_object_.push_back((2 + 8) * 4 * sizeof(uint32_t));
shader_object_.push_back(uint32_t(DxbcRdefCbufferType::kCbuffer));
shader_object_.push_back(0);
} else if (i == cbuffer_index_fetch_constants_) {
shader_object_.push_back(cbuffer_name_offset_fetch);
shader_object_.push_back(1);
shader_object_.push_back(constant_offset_fetch);
shader_object_.push_back(32 * 6 * sizeof(uint32_t));
shader_object_.push_back(uint32_t(DxbcRdefCbufferType::kCbuffer));
shader_object_.push_back(0);
}
}
// ***************************************************************************
// Bindings, in s#, t#, u#, cb# order
// ***************************************************************************
// Write used resource names, except for constant buffers because we have
// their names already.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t sampler_name_offset = 0;
uint32_t shared_memory_srv_name_offset = 0;
uint32_t texture_name_offset = 0;
uint32_t shared_memory_uav_name_offset = 0;
if (!is_depth_only_pixel_shader_) {
sampler_name_offset = new_offset;
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
new_offset +=
AppendString(shader_object_, sampler_bindings_[i].name.c_str());
}
shared_memory_srv_name_offset = new_offset;
new_offset += AppendString(shader_object_, "xe_shared_memory_srv");
texture_name_offset = new_offset;
for (uint32_t i = 0; i < uint32_t(texture_srvs_.size()); ++i) {
new_offset += AppendString(shader_object_, texture_srvs_[i].name.c_str());
}
shared_memory_uav_name_offset = new_offset;
new_offset += AppendString(shader_object_, "xe_shared_memory_uav");
}
uint32_t edram_name_offset = new_offset;
if (IsDxbcPixelShader() && edram_rov_used_) {
new_offset += AppendString(shader_object_, "xe_edram");
}
// Write the offset to the header.
shader_object_[chunk_position_dwords + 3] = new_offset;
if (!is_depth_only_pixel_shader_) {
// Samplers.
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
const SamplerBinding& sampler_binding = sampler_bindings_[i];
shader_object_.push_back(sampler_name_offset);
shader_object_.push_back(uint32_t(DxbcRdefInputType::kSampler));
shader_object_.push_back(uint32_t(DxbcRdefReturnType::kVoid));
shader_object_.push_back(uint32_t(DxbcRdefDimension::kUnknown));
// Multisampling not applicable.
shader_object_.push_back(0);
// Register s[i].
shader_object_.push_back(i);
// One binding.
shader_object_.push_back(1);
// No DxbcRdefInputFlags.
shader_object_.push_back(0);
// Register space 0.
shader_object_.push_back(0);
// Sampler ID S[i].
shader_object_.push_back(i);
sampler_name_offset += GetStringLength(sampler_binding.name.c_str());
}
// Shared memory (when memexport isn't used in the pipeline).
shader_object_.push_back(shared_memory_srv_name_offset);
shader_object_.push_back(uint32_t(DxbcRdefInputType::kByteAddress));
shader_object_.push_back(uint32_t(DxbcRdefReturnType::kMixed));
shader_object_.push_back(uint32_t(DxbcRdefDimension::kSRVBuffer));
// Multisampling not applicable.
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(SRVMainRegister::kSharedMemory));
// One binding.
shader_object_.push_back(1);
// No DxbcRdefInputFlags.
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(SRVSpace::kMain));
// SRV ID T0.
shader_object_.push_back(0);
for (uint32_t i = 0; i < uint32_t(texture_srvs_.size()); ++i) {
const TextureSRV& texture_srv = texture_srvs_[i];
shader_object_.push_back(texture_name_offset);
shader_object_.push_back(uint32_t(DxbcRdefInputType::kTexture));
shader_object_.push_back(uint32_t(DxbcRdefReturnType::kFloat));
switch (texture_srv.dimension) {
case TextureDimension::k3D:
shader_object_.push_back(uint32_t(DxbcRdefDimension::kSRVTexture3D));
break;
case TextureDimension::kCube:
shader_object_.push_back(
uint32_t(DxbcRdefDimension::kSRVTextureCube));
break;
default:
shader_object_.push_back(
uint32_t(DxbcRdefDimension::kSRVTexture2DArray));
}
// Not multisampled.
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(uint32_t(SRVMainRegister::kBoundTexturesStart) +
i);
// One binding.
shader_object_.push_back(1);
// 4-component.
shader_object_.push_back(DxbcRdefInputFlagsComponents);
shader_object_.push_back(uint32_t(SRVSpace::kMain));
// SRV ID T[1 + i] - T0 is shared memory.
shader_object_.push_back(1 + i);
texture_name_offset += GetStringLength(texture_srv.name.c_str());
}
// Shared memory (when memexport is used in the pipeline).
shader_object_.push_back(shared_memory_uav_name_offset);
shader_object_.push_back(uint32_t(DxbcRdefInputType::kUAVRWByteAddress));
shader_object_.push_back(uint32_t(DxbcRdefReturnType::kMixed));
shader_object_.push_back(uint32_t(DxbcRdefDimension::kUAVBuffer));
// Multisampling not applicable.
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(UAVRegister::kSharedMemory));
// One binding.
shader_object_.push_back(1);
// No DxbcRdefInputFlags.
shader_object_.push_back(0);
// Register space 0.
shader_object_.push_back(0);
// UAV ID U0.
shader_object_.push_back(0);
}
if (IsDxbcPixelShader() && edram_rov_used_) {
// EDRAM uint32 buffer.
shader_object_.push_back(edram_name_offset);
shader_object_.push_back(uint32_t(DxbcRdefInputType::kUAVRWTyped));
shader_object_.push_back(uint32_t(DxbcRdefReturnType::kUInt));
shader_object_.push_back(uint32_t(DxbcRdefDimension::kUAVBuffer));
// Not multisampled.
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(uint32_t(UAVRegister::kEDRAM));
// One binding.
shader_object_.push_back(1);
// No DxbcRdefInputFlags.
shader_object_.push_back(0);
// Register space 0.
shader_object_.push_back(0);
// UAV ID U1 or U0 depending on whether there's U0.
shader_object_.push_back(ROV_GetEDRAMUAVIndex());
}
// Constant buffers.
for (uint32_t i = 0; i < cbuffer_count_; ++i) {
uint32_t register_index = 0;
if (i == cbuffer_index_system_constants_) {
shader_object_.push_back(cbuffer_name_offset_system);
register_index = uint32_t(CbufferRegister::kSystemConstants);
} else if (i == cbuffer_index_float_constants_) {
shader_object_.push_back(cbuffer_name_offset_float);
register_index = uint32_t(CbufferRegister::kFloatConstants);
} else if (i == cbuffer_index_bool_loop_constants_) {
shader_object_.push_back(cbuffer_name_offset_bool_loop);
register_index = uint32_t(CbufferRegister::kBoolLoopConstants);
} else if (i == cbuffer_index_fetch_constants_) {
shader_object_.push_back(cbuffer_name_offset_fetch);
register_index = uint32_t(CbufferRegister::kFetchConstants);
}
shader_object_.push_back(uint32_t(DxbcRdefInputType::kCbuffer));
shader_object_.push_back(uint32_t(DxbcRdefReturnType::kVoid));
shader_object_.push_back(uint32_t(DxbcRdefDimension::kUnknown));
// Multisampling not applicable.
shader_object_.push_back(0);
shader_object_.push_back(register_index);
// One binding.
shader_object_.push_back(1);
// Like `cbuffer`, don't need `ConstantBuffer<T>` properties.
shader_object_.push_back(DxbcRdefInputFlagUserPacked);
// Register space 0.
shader_object_.push_back(0);
// CBV ID CB[i].
shader_object_.push_back(i);
}
}
void DxbcShaderTranslator::WriteInputSignature() {
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resize also zeroes the memory.
uint32_t chunk_position = uint32_t(shader_object_.size());
// Reserve space for the header.
shader_object_.resize(shader_object_.size() +
sizeof(DxbcSignature) / sizeof(uint32_t));
uint32_t parameter_count = 0;
constexpr size_t kParameterDwords =
sizeof(DxbcSignatureParameter) / sizeof(uint32_t);
if (IsDxbcVertexShader()) {
// Unswapped vertex index (SV_VertexID).
size_t vertex_id_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& vertex_id =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
vertex_id_position);
vertex_id.system_value = DxbcName::kVertexID;
vertex_id.component_type = DxbcSignatureRegisterComponentType::kUInt32;
vertex_id.register_index = uint32_t(InOutRegister::kVSInVertexIndex);
vertex_id.mask = 0b0001;
vertex_id.always_reads_mask = (register_count() >= 1) ? 0b0001 : 0b0000;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - chunk_position) * sizeof(uint32_t));
{
DxbcSignatureParameter& vertex_id =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
vertex_id_position);
vertex_id.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_VertexID");
} else if (IsDxbcDomainShader()) {
if (host_vertex_shader_type() ==
Shader::HostVertexShaderType::kTriangleDomainConstant ||
host_vertex_shader_type() ==
Shader::HostVertexShaderType::kQuadDomainConstant) {
// TODO(Triang3l): Support line patches.
// Control point indices, byte-swapped, biased according to the base index
// and converted to float by the host vertex and hull shaders
// (XEVERTEXID).
size_t control_point_index_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& control_point_index =
*reinterpret_cast<DxbcSignatureParameter*>(
shader_object_.data() + control_point_index_position);
control_point_index.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
control_point_index.register_index =
uint32_t(InOutRegister::kDSInControlPointIndex);
control_point_index.mask = 0b0001;
control_point_index.always_reads_mask =
in_control_point_index_used_ ? 0b0001 : 0b0000;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - chunk_position) * sizeof(uint32_t));
{
DxbcSignatureParameter& control_point_index =
*reinterpret_cast<DxbcSignatureParameter*>(
shader_object_.data() + control_point_index_position);
control_point_index.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "XEVERTEXID");
}
} else if (IsDxbcPixelShader()) {
// Written dynamically, so assume it's always used if it can be written to
// any interpolator register.
bool param_gen_used = !is_depth_only_pixel_shader_ && register_count() != 0;
// Intepolators (TEXCOORD#).
size_t interpolator_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
kInterpolatorCount * kParameterDwords);
parameter_count += kInterpolatorCount;
{
DxbcSignatureParameter* interpolators =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
interpolator_position);
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
DxbcSignatureParameter& interpolator = interpolators[i];
interpolator.semantic_index = i;
interpolator.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
interpolator.register_index =
uint32_t(InOutRegister::kPSInInterpolators) + i;
interpolator.mask = 0b1111;
// Interpolators are copied to GPRs in the beginning of the shader. If
// there's a register to copy to, this interpolator is used.
interpolator.always_reads_mask =
(!is_depth_only_pixel_shader_ && i < register_count()) ? 0b1111
: 0b0000;
}
}
// Point parameters for ps_param_gen - coordinate on the point and point
// size as a float3 TEXCOORD (but the size in Z is not needed).
size_t point_parameters_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& point_parameters =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
point_parameters_position);
point_parameters.semantic_index = kPointParametersTexCoord;
point_parameters.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
point_parameters.register_index =
uint32_t(InOutRegister::kPSInPointParameters);
point_parameters.mask = 0b0111;
point_parameters.always_reads_mask = param_gen_used ? 0b0011 : 0b0000;
}
// Z and W in clip space, for getting per-sample depth with ROV (TEXCOORD#).
size_t clip_space_zw_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& clip_space_zw =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
clip_space_zw_position);
clip_space_zw.semantic_index = kClipSpaceZWTexCoord;
clip_space_zw.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
clip_space_zw.register_index = uint32_t(InOutRegister::kPSInClipSpaceZW);
clip_space_zw.mask = 0b0011;
clip_space_zw.always_reads_mask = edram_rov_used_ ? 0b0011 : 0b0000;
}
// Position (SV_Position, only XY needed for ps_param_gen and for EDRAM
// address calculation). Z is not needed - ROV depth testing calculates the
// depth from the clip space Z/W texcoord, and if oDepth is used, it must be
// written to on every execution path anyway (SV_Position).
size_t position_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& position =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
position_position);
position.system_value = DxbcName::kPosition;
position.component_type = DxbcSignatureRegisterComponentType::kFloat32;
position.register_index = uint32_t(InOutRegister::kPSInPosition);
position.mask = 0b1111;
position.always_reads_mask =
(param_gen_used || edram_rov_used_) ? 0b0011 : 0b0000;
}
// Is front face (SV_IsFrontFace), for ps_param_gen and ROV stencil.
size_t is_front_face_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& is_front_face =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
is_front_face_position);
is_front_face.system_value = DxbcName::kIsFrontFace;
is_front_face.component_type =
DxbcSignatureRegisterComponentType::kUInt32;
is_front_face.register_index = uint32_t(InOutRegister::kPSInFrontFace);
is_front_face.mask = 0b0001;
is_front_face.always_reads_mask =
(param_gen_used || edram_rov_used_) ? 0b0001 : 0b0000;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - chunk_position) * sizeof(uint32_t));
{
DxbcSignatureParameter* interpolators =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
interpolator_position);
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
interpolators[i].semantic_name = semantic_offset;
}
DxbcSignatureParameter& point_parameters =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
point_parameters_position);
point_parameters.semantic_name = semantic_offset;
DxbcSignatureParameter& clip_space_zw =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
clip_space_zw_position);
clip_space_zw.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "TEXCOORD");
{
DxbcSignatureParameter& position =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
position_position);
position.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_Position");
{
DxbcSignatureParameter& is_front_face =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
is_front_face_position);
is_front_face.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_IsFrontFace");
}
// Header.
{
DxbcSignature& header = *reinterpret_cast<DxbcSignature*>(
shader_object_.data() + chunk_position);
header.parameter_count = parameter_count;
header.parameter_info_offset = sizeof(DxbcSignature);
}
}
void DxbcShaderTranslator::WritePatchConstantSignature() {
assert_true(IsDxbcDomainShader());
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resize also zeroes the memory.
uint32_t chunk_position = uint32_t(shader_object_.size());
// Reserve space for the header.
shader_object_.resize(shader_object_.size() +
sizeof(DxbcSignature) / sizeof(uint32_t));
uint32_t parameter_count = 0;
constexpr size_t kParameterDwords =
sizeof(DxbcSignatureParameter) / sizeof(uint32_t);
// FXC always compiles with SV_TessFactor and SV_InsideTessFactor input, so
// this is required even if not referenced (HS and DS have very strict
// linkage, by the way, everything that HS outputs must be listed in DS
// inputs).
uint32_t tess_factor_edge_count = 0;
DxbcName tess_factor_edge_system_value = DxbcName::kUndefined;
uint32_t tess_factor_inside_count = 0;
DxbcName tess_factor_inside_system_value = DxbcName::kUndefined;
switch (host_vertex_shader_type()) {
case Shader::HostVertexShaderType::kTriangleDomainConstant:
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
tess_factor_edge_count = 3;
tess_factor_edge_system_value = DxbcName::kFinalTriEdgeTessFactor;
tess_factor_inside_count = 1;
tess_factor_inside_system_value = DxbcName::kFinalTriInsideTessFactor;
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
case Shader::HostVertexShaderType::kQuadDomainAdaptive:
tess_factor_edge_count = 4;
tess_factor_edge_system_value = DxbcName::kFinalQuadEdgeTessFactor;
tess_factor_inside_count = 2;
tess_factor_inside_system_value = DxbcName::kFinalQuadInsideTessFactor;
break;
default:
// TODO(Triang3l): Support line patches.
assert_unhandled_case(host_vertex_shader_type());
EmitTranslationError(
"Unsupported host vertex shader type in WritePatchConstantSignature");
}
// Edge tessellation factors (SV_TessFactor).
size_t tess_factor_edge_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
tess_factor_edge_count * kParameterDwords);
parameter_count += tess_factor_edge_count;
{
DxbcSignatureParameter* tess_factors_edge =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
tess_factor_edge_position);
for (uint32_t i = 0; i < tess_factor_edge_count; ++i) {
DxbcSignatureParameter& tess_factor_edge = tess_factors_edge[i];
tess_factor_edge.semantic_index = i;
tess_factor_edge.system_value = tess_factor_edge_system_value;
tess_factor_edge.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
// Not using any of these, just assigning consecutive registers.
tess_factor_edge.register_index = i;
tess_factor_edge.mask = 0b0001;
}
}
// Inside tessellation factors (SV_InsideTessFactor).
size_t tess_factor_inside_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
tess_factor_inside_count * kParameterDwords);
parameter_count += tess_factor_inside_count;
{
DxbcSignatureParameter* tess_factors_inside =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
tess_factor_inside_position);
for (uint32_t i = 0; i < tess_factor_inside_count; ++i) {
DxbcSignatureParameter& tess_factor_inside = tess_factors_inside[i];
tess_factor_inside.semantic_index = i;
tess_factor_inside.system_value = tess_factor_inside_system_value;
tess_factor_inside.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
// Not using any of these, just assigning consecutive registers.
tess_factor_inside.register_index = tess_factor_edge_count + i;
tess_factor_inside.mask = 0b0001;
}
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - chunk_position) * sizeof(uint32_t));
{
DxbcSignatureParameter* tess_factors_edge =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
tess_factor_edge_position);
for (uint32_t i = 0; i < tess_factor_edge_count; ++i) {
tess_factors_edge[i].semantic_name = semantic_offset;
}
}
semantic_offset += AppendString(shader_object_, "SV_TessFactor");
{
DxbcSignatureParameter* tess_factors_inside =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
tess_factor_inside_position);
for (uint32_t i = 0; i < tess_factor_inside_count; ++i) {
tess_factors_inside[i].semantic_name = semantic_offset;
}
}
semantic_offset += AppendString(shader_object_, "SV_InsideTessFactor");
// Header.
{
DxbcSignature& header = *reinterpret_cast<DxbcSignature*>(
shader_object_.data() + chunk_position);
header.parameter_count = parameter_count;
header.parameter_info_offset = sizeof(DxbcSignature);
}
}
void DxbcShaderTranslator::WriteOutputSignature() {
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resize also zeroes the memory.
uint32_t chunk_position = uint32_t(shader_object_.size());
// Reserve space for the header.
shader_object_.resize(shader_object_.size() +
sizeof(DxbcSignature) / sizeof(uint32_t));
uint32_t parameter_count = 0;
constexpr size_t kParameterDwords =
sizeof(DxbcSignatureParameter) / sizeof(uint32_t);
if (IsDxbcVertexOrDomainShader()) {
// Intepolators (TEXCOORD#).
size_t interpolator_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
kInterpolatorCount * kParameterDwords);
parameter_count += kInterpolatorCount;
{
DxbcSignatureParameter* interpolators =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
interpolator_position);
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
DxbcSignatureParameter& interpolator = interpolators[i];
interpolator.semantic_index = i;
interpolator.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
interpolator.register_index =
uint32_t(InOutRegister::kVSDSOutInterpolators) + i;
interpolator.mask = 0b1111;
}
}
// Point parameters - coordinate on the point and point size as a float3
// TEXCOORD. Always used because reset to (0, 0, -1).
size_t point_parameters_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& point_parameters =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
point_parameters_position);
point_parameters.semantic_index = kPointParametersTexCoord;
point_parameters.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
point_parameters.register_index =
uint32_t(InOutRegister::kVSDSOutPointParameters);
point_parameters.mask = 0b0111;
point_parameters.never_writes_mask = 0b1000;
}
// Z and W in clip space, for getting per-sample depth with ROV (TEXCOORD#).
size_t clip_space_zw_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& clip_space_zw =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
clip_space_zw_position);
clip_space_zw.semantic_index = kClipSpaceZWTexCoord;
clip_space_zw.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
clip_space_zw.register_index =
uint32_t(InOutRegister::kVSDSOutClipSpaceZW);
clip_space_zw.mask = 0b0011;
clip_space_zw.never_writes_mask = 0b1100;
}
// Position (SV_Position).
size_t position_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& position =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
position_position);
position.system_value = DxbcName::kPosition;
position.component_type = DxbcSignatureRegisterComponentType::kFloat32;
position.register_index = uint32_t(InOutRegister::kVSDSOutPosition);
position.mask = 0b1111;
}
// Clip (SV_ClipDistance) and cull (SV_CullDistance) distances.
size_t clip_distance_0123_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& clip_distance_0123 =
*reinterpret_cast<DxbcSignatureParameter*>(
shader_object_.data() + clip_distance_0123_position);
clip_distance_0123.system_value = DxbcName::kClipDistance;
clip_distance_0123.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
clip_distance_0123.register_index =
uint32_t(InOutRegister::kVSDSOutClipDistance0123);
clip_distance_0123.mask = 0b1111;
}
size_t clip_distance_45_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& clip_distance_45 =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
clip_distance_45_position);
clip_distance_45.semantic_index = 1;
clip_distance_45.system_value = DxbcName::kClipDistance;
clip_distance_45.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
clip_distance_45.register_index =
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance);
clip_distance_45.mask = 0b0011;
clip_distance_45.never_writes_mask = 0b1100;
}
size_t cull_distance_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
DxbcSignatureParameter& cull_distance =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
cull_distance_position);
cull_distance.system_value = DxbcName::kCullDistance;
cull_distance.component_type =
DxbcSignatureRegisterComponentType::kFloat32;
cull_distance.register_index =
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance);
cull_distance.mask = 0b0100;
cull_distance.never_writes_mask = 0b1011;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - chunk_position) * sizeof(uint32_t));
{
DxbcSignatureParameter* interpolators =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
interpolator_position);
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
interpolators[i].semantic_name = semantic_offset;
}
DxbcSignatureParameter& point_parameters =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
point_parameters_position);
point_parameters.semantic_name = semantic_offset;
DxbcSignatureParameter& clip_space_zw =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
clip_space_zw_position);
clip_space_zw.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "TEXCOORD");
{
DxbcSignatureParameter& position =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
position_position);
position.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_Position");
{
DxbcSignatureParameter& clip_distance_0123 =
*reinterpret_cast<DxbcSignatureParameter*>(
shader_object_.data() + clip_distance_0123_position);
clip_distance_0123.semantic_name = semantic_offset;
DxbcSignatureParameter& clip_distance_45 =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
clip_distance_45_position);
clip_distance_45.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_ClipDistance");
{
DxbcSignatureParameter& cull_distance =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
cull_distance_position);
cull_distance.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_CullDistance");
} else if (IsDxbcPixelShader()) {
if (!edram_rov_used_) {
// Color render targets (SV_Target#).
size_t target_position = SIZE_MAX;
if (writes_any_color_target()) {
target_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + 4 * kParameterDwords);
parameter_count += 4;
DxbcSignatureParameter* targets =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
target_position);
for (uint32_t i = 0; i < 4; ++i) {
DxbcSignatureParameter& target = targets[i];
target.semantic_index = i;
target.component_type = DxbcSignatureRegisterComponentType::kFloat32;
target.register_index = i;
target.mask = 0b1111;
// All are always written because X360 RTs are dynamically remapped to
// D3D12 RTs to make RT indices consecutive.
}
}
// Depth (SV_Depth).
size_t depth_position = SIZE_MAX;
if (writes_depth()) {
depth_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
DxbcSignatureParameter& depth =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
depth_position);
depth.component_type = DxbcSignatureRegisterComponentType::kFloat32;
depth.register_index = UINT32_MAX;
depth.mask = 0b0001;
depth.never_writes_mask = 0b1110;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - chunk_position) * sizeof(uint32_t));
if (target_position != SIZE_MAX) {
{
DxbcSignatureParameter* targets =
reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
target_position);
for (uint32_t i = 0; i < 4; ++i) {
targets[i].semantic_name = semantic_offset;
}
}
semantic_offset += AppendString(shader_object_, "SV_Target");
}
if (depth_position != SIZE_MAX) {
{
DxbcSignatureParameter& depth =
*reinterpret_cast<DxbcSignatureParameter*>(shader_object_.data() +
depth_position);
depth.semantic_name = semantic_offset;
}
semantic_offset += AppendString(shader_object_, "SV_Depth");
}
}
}
// Header.
{
DxbcSignature& header = *reinterpret_cast<DxbcSignature*>(
shader_object_.data() + chunk_position);
header.parameter_count = parameter_count;
header.parameter_info_offset = sizeof(DxbcSignature);
}
}
void DxbcShaderTranslator::WriteShaderCode() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t shader_type;
if (IsDxbcVertexShader()) {
shader_type = D3D10_SB_VERTEX_SHADER;
} else if (IsDxbcDomainShader()) {
shader_type = D3D11_SB_DOMAIN_SHADER;
} else {
assert_true(IsDxbcPixelShader());
shader_type = D3D10_SB_PIXEL_SHADER;
}
shader_object_.push_back(
ENCODE_D3D10_SB_TOKENIZED_PROGRAM_VERSION_TOKEN(shader_type, 5, 1));
// Reserve space for the length token.
shader_object_.push_back(0);
// Declarations (don't increase the instruction count stat, and only inputs
// and outputs are counted in dcl_count).
//
// Binding declarations have 3D-indexed operands with XYZW swizzle, the first
// index being the binding ID (local to the shader), the second being the
// lower register index bound, and the third being the highest register index
// bound. Also dcl_ instructions for bindings are followed by the register
// space index.
//
// 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.
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(stat_.c_control_points) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_DCL_TESS_DOMAIN) |
ENCODE_D3D11_SB_TESS_DOMAIN(uint32_t(stat_.tessellator_domain)) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
}
// Don't allow refactoring when converting to native code to maintain position
// invariance (needed even in pixel shaders for oDepth invariance). Also this
// dcl will be modified by ForceEarlyDepthStencil.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
// Constant buffers, from most frequenly accessed to least frequently accessed
// (the order is a hint to the driver according to the DXBC header).
if (cbuffer_index_float_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
constant_register_map().float_dynamic_addressing
? D3D10_SB_CONSTANT_BUFFER_DYNAMIC_INDEXED
: D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_object_.push_back(cbuffer_index_float_constants_);
shader_object_.push_back(uint32_t(CbufferRegister::kFloatConstants));
shader_object_.push_back(uint32_t(CbufferRegister::kFloatConstants));
shader_object_.push_back(constant_register_map().float_count);
shader_object_.push_back(0);
}
if (cbuffer_index_system_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_object_.push_back(cbuffer_index_system_constants_);
shader_object_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_object_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_object_.push_back((sizeof(SystemConstants) + 15) >> 4);
shader_object_.push_back(0);
}
if (cbuffer_index_fetch_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_object_.push_back(cbuffer_index_fetch_constants_);
shader_object_.push_back(uint32_t(CbufferRegister::kFetchConstants));
shader_object_.push_back(uint32_t(CbufferRegister::kFetchConstants));
shader_object_.push_back(48);
shader_object_.push_back(0);
}
if (cbuffer_index_bool_loop_constants_ != kCbufferIndexUnallocated) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_object_.push_back(cbuffer_index_bool_loop_constants_);
shader_object_.push_back(uint32_t(CbufferRegister::kBoolLoopConstants));
shader_object_.push_back(uint32_t(CbufferRegister::kBoolLoopConstants));
shader_object_.push_back(10);
shader_object_.push_back(0);
}
if (!is_depth_only_pixel_shader_) {
// Samplers.
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
const SamplerBinding& sampler_binding = sampler_bindings_[i];
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_SAMPLER) |
ENCODE_D3D10_SB_SAMPLER_MODE(D3D10_SB_SAMPLER_MODE_DEFAULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_SAMPLER, kSwizzleXYZW, 3));
shader_object_.push_back(i);
shader_object_.push_back(i);
shader_object_.push_back(i);
shader_object_.push_back(0);
}
// Shader resources.
// Shared memory ByteAddressBuffer.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_DCL_RESOURCE_RAW) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 3));
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(SRVMainRegister::kSharedMemory));
shader_object_.push_back(uint32_t(SRVMainRegister::kSharedMemory));
shader_object_.push_back(uint32_t(SRVSpace::kMain));
// Textures.
for (uint32_t i = 0; i < uint32_t(texture_srvs_.size()); ++i) {
const TextureSRV& texture_srv = texture_srvs_[i];
D3D10_SB_RESOURCE_DIMENSION texture_srv_dimension;
switch (texture_srv.dimension) {
case TextureDimension::k3D:
texture_srv_dimension = D3D10_SB_RESOURCE_DIMENSION_TEXTURE3D;
break;
case TextureDimension::kCube:
texture_srv_dimension = D3D10_SB_RESOURCE_DIMENSION_TEXTURECUBE;
break;
default:
texture_srv_dimension = D3D10_SB_RESOURCE_DIMENSION_TEXTURE2DARRAY;
}
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_RESOURCE) |
ENCODE_D3D10_SB_RESOURCE_DIMENSION(texture_srv_dimension) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 3));
// T0 is shared memory.
shader_object_.push_back(1 + i);
shader_object_.push_back(uint32_t(SRVMainRegister::kBoundTexturesStart) +
i);
shader_object_.push_back(uint32_t(SRVMainRegister::kBoundTexturesStart) +
i);
shader_object_.push_back(
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 0) |
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 1) |
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 2) |
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_FLOAT, 3));
shader_object_.push_back(uint32_t(SRVSpace::kMain));
}
}
// Unordered access views.
if (!is_depth_only_pixel_shader_) {
// Shared memory RWByteAddressBuffer.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 3));
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(UAVRegister::kSharedMemory));
shader_object_.push_back(uint32_t(UAVRegister::kSharedMemory));
shader_object_.push_back(0);
}
if (IsDxbcPixelShader() && edram_rov_used_) {
// EDRAM uint32 rasterizer-ordered buffer.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
D3D11_SB_OPCODE_DCL_UNORDERED_ACCESS_VIEW_TYPED) |
ENCODE_D3D10_SB_RESOURCE_DIMENSION(D3D10_SB_RESOURCE_DIMENSION_BUFFER) |
D3D11_SB_RASTERIZER_ORDERED_ACCESS |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_object_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, kSwizzleXYZW, 3));
shader_object_.push_back(ROV_GetEDRAMUAVIndex());
shader_object_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_object_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_object_.push_back(
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_UINT, 0) |
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_UINT, 1) |
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_UINT, 2) |
ENCODE_D3D10_SB_RESOURCE_RETURN_TYPE(D3D10_SB_RETURN_TYPE_UINT, 3));
shader_object_.push_back(0);
}
// Inputs and outputs.
if (IsDxbcVertexOrDomainShader()) {
if (IsDxbcDomainShader()) {
// Domain location input (barycentric for triangles, UV for quads).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT, domain_location_mask, 0));
++stat_.dcl_count;
// Control point indices as float for discrete/continuous tessellation, or
// primitive index for adaptive tessellation.
uint32_t control_point_array_size;
switch (host_vertex_shader_type()) {
case Shader::HostVertexShaderType::kTriangleDomainConstant:
control_point_array_size = 3;
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
control_point_array_size = 4;
break;
default:
// TODO(Triang3l): Support line patches.
// Adaptive.
control_point_array_size = 0;
}
if (control_point_array_size) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_INPUT_CONTROL_POINT, 0b0001, 2));
shader_object_.push_back(control_point_array_size);
shader_object_.push_back(
uint32_t(InOutRegister::kDSInControlPointIndex));
++stat_.dcl_count;
} else {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
shader_object_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID, 0));
++stat_.dcl_count;
}
} else {
// Unswapped vertex index input (only X component).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_SGV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0001, 1));
shader_object_.push_back(uint32_t(InOutRegister::kVSInVertexIndex));
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_VERTEX_ID));
++stat_.dcl_count;
}
// Interpolator output.
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
shader_object_.push_back(uint32_t(InOutRegister::kVSDSOutInterpolators) +
i);
++stat_.dcl_count;
}
// Point parameters output.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b0111, 1));
shader_object_.push_back(uint32_t(InOutRegister::kVSDSOutPointParameters));
++stat_.dcl_count;
// Clip space Z and W output.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b0011, 1));
shader_object_.push_back(uint32_t(InOutRegister::kVSDSOutClipSpaceZW));
++stat_.dcl_count;
// Position output.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT_SIV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
shader_object_.push_back(uint32_t(InOutRegister::kVSDSOutPosition));
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION));
++stat_.dcl_count;
// Clip distance outputs.
for (uint32_t i = 0; i < 2; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT_SIV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_OUTPUT, i ? 0b0011 : 0b1111, 1));
shader_object_.push_back(
uint32_t(InOutRegister::kVSDSOutClipDistance0123) + i);
shader_object_.push_back(
ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_CLIP_DISTANCE));
++stat_.dcl_count;
}
// Cull distance output.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT_SIV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b0100, 1));
shader_object_.push_back(
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance));
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_CULL_DISTANCE));
++stat_.dcl_count;
} else if (IsDxbcPixelShader()) {
// Interpolator input.
if (!is_depth_only_pixel_shader_) {
uint32_t interpolator_count =
std::min(kInterpolatorCount, register_count());
for (uint32_t i = 0; i < interpolator_count; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b1111, 1));
shader_object_.push_back(uint32_t(InOutRegister::kPSInInterpolators) +
i);
++stat_.dcl_count;
}
// Point parameters input (only coordinates, not size, needed).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1));
shader_object_.push_back(uint32_t(InOutRegister::kPSInPointParameters));
++stat_.dcl_count;
}
if (edram_rov_used_) {
// Z and W in clip space, for per-sample depth.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1));
shader_object_.push_back(uint32_t(InOutRegister::kPSInClipSpaceZW));
++stat_.dcl_count;
}
// Position input (only XY needed for ps_param_gen, and the ROV depth code
// calculates the depth from clip space Z and W).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS_SIV) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0011, 1));
shader_object_.push_back(uint32_t(InOutRegister::kPSInPosition));
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION));
++stat_.dcl_count;
if (edram_rov_used_ || !is_depth_only_pixel_shader_) {
// Is front face.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS_SGV) |
// This needs to be set according to FXC output, despite the
// description in d3d12TokenizedProgramFormat.hpp saying bits 11:23
// are ignored.
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_CONSTANT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_object_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b0001, 1));
shader_object_.push_back(uint32_t(InOutRegister::kPSInFrontFace));
shader_object_.push_back(
ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_IS_FRONT_FACE));
++stat_.dcl_count;
}
if (edram_rov_used_) {
// Sample coverage input.
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
shader_object_.push_back(
EncodeScalarOperand(D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK, 0));
++stat_.dcl_count;
} else {
if (writes_any_color_target()) {
// Color output.
for (uint32_t i = 0; i < 4; ++i) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_object_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
shader_object_.push_back(i);
++stat_.dcl_count;
}
}
// Depth output.
if (writes_depth()) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_OUTPUT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
shader_object_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH, 0));
++stat_.dcl_count;
}
}
}
// Temporary registers - guest general-purpose registers if not using dynamic
// indexing and Xenia internal registers.
stat_.temp_register_count = system_temp_count_max_;
if (!is_depth_only_pixel_shader_ && !uses_register_dynamic_addressing()) {
stat_.temp_register_count += register_count();
}
if (stat_.temp_register_count != 0) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_TEMPS) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(2));
shader_object_.push_back(stat_.temp_register_count);
}
// General-purpose registers if using dynamic indexing (x0).
if (!is_depth_only_pixel_shader_ && uses_register_dynamic_addressing()) {
assert_true(register_count() != 0);
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
// x0.
shader_object_.push_back(0);
shader_object_.push_back(register_count());
// 4 components in each.
shader_object_.push_back(4);
stat_.temp_array_count += register_count();
}
// Write the translated shader code.
size_t code_size_dwords = shader_code_.size();
// So [] won't crash in case the size is zero somehow.
if (code_size_dwords != 0) {
shader_object_.resize(shader_object_.size() + code_size_dwords);
std::memcpy(&shader_object_[shader_object_.size() - code_size_dwords],
shader_code_.data(), code_size_dwords * sizeof(uint32_t));
}
// Write the length.
shader_object_[chunk_position_dwords + 1] =
uint32_t(shader_object_.size()) - chunk_position_dwords;
}
} // namespace gpu
} // namespace xe