4028 lines
168 KiB
C++
4028 lines
168 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/dxbc_shader_translator.h"
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#include <algorithm>
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#include <cstring>
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#include <memory>
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#include "third_party/dxbc/DXBCChecksum.h"
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#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
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#include "xenia/base/assert.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/math.h"
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DEFINE_bool(dxbc_switch, true,
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"Use switch rather than if for flow control. Turning this off or "
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"on may improve stability, though this heavily depends on the "
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"driver - on AMD, it's recommended to have this set to true, as "
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"Halo 3 appears to crash when if is used for flow control "
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"(possibly the shader compiler tries to flatten them). On Intel "
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"HD Graphics, this is ignored because of a crash with the switch "
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"instruction.",
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"GPU");
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DEFINE_bool(dxbc_source_map, false,
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"Disassemble Xenos instructions as comments in the resulting DXBC "
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"for debugging.",
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"GPU");
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namespace xe {
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namespace gpu {
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using namespace ucode;
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// Notes about operands:
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//
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// Reading and writing:
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// - r# (temporary registers) are 4-component and can be used anywhere.
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// - v# (inputs) are 4-component and read-only.
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// - o# (outputs) are 4-component and write-only.
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// - oDepth (pixel shader depth output) is 1-component and write-only.
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// - x# (indexable temporary registers) are 4-component and can be accessed
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// either via a mov load or a mov store (and those movs are counted as
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// ArrayInstructions in STAT, not as MovInstructions), even though the D3D11.3
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// functional specification says x# can be used wherever r# can be used, but
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// FXC emits only mov load/store in simple tests.
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//
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// Indexing:
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// - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of
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// the binding (CB#), y is the register to access within its space, z is the
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// 4-component vector to access within the register binding.
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// For example, if the requested vector is located in the beginning of the
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// second buffer in the descriptor array at b2, which is assigned to CB1, the
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// index would be CB1[3][0].
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// - Resources and samplers use 2D indices, where the first dimension is the
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// S#/T#/U# binding index, and the second is the s#/t#/u# register index
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// within its space.
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constexpr uint32_t DxbcShaderTranslator::kMaxTextureSRVIndexBits;
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constexpr uint32_t DxbcShaderTranslator::kMaxTextureSRVs;
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constexpr uint32_t DxbcShaderTranslator::kMaxSamplerBindingIndexBits;
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constexpr uint32_t DxbcShaderTranslator::kMaxSamplerBindings;
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constexpr uint32_t DxbcShaderTranslator::kInterpolatorCount;
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constexpr uint32_t DxbcShaderTranslator::kPointParametersTexCoord;
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constexpr uint32_t DxbcShaderTranslator::kClipSpaceZWTexCoord;
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constexpr uint32_t DxbcShaderTranslator::kSwizzleXYZW;
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constexpr uint32_t DxbcShaderTranslator::kSwizzleXXXX;
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constexpr uint32_t DxbcShaderTranslator::kSwizzleYYYY;
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constexpr uint32_t DxbcShaderTranslator::kSwizzleZZZZ;
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constexpr uint32_t DxbcShaderTranslator::kSwizzleWWWW;
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constexpr uint32_t
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DxbcShaderTranslator::DxbcSourceOperand::kIntermediateRegisterNone;
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constexpr uint32_t DxbcShaderTranslator::kCbufferIndexUnallocated;
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constexpr uint32_t DxbcShaderTranslator::kCfExecBoolConstantNone;
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DxbcShaderTranslator::DxbcShaderTranslator(uint32_t vendor_id,
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bool edram_rov_used,
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bool force_emit_source_map)
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: vendor_id_(vendor_id), edram_rov_used_(edram_rov_used) {
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emit_source_map_ = force_emit_source_map || cvars::dxbc_source_map;
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// Don't allocate again and again for the first shader.
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shader_code_.reserve(8192);
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shader_object_.reserve(16384);
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}
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DxbcShaderTranslator::~DxbcShaderTranslator() = default;
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std::vector<uint8_t> DxbcShaderTranslator::ForceEarlyDepthStencil(
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const uint8_t* shader) {
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const uint32_t* old_shader = reinterpret_cast<const uint32_t*>(shader);
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// To return something anyway even if patching fails.
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std::vector<uint8_t> new_shader;
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uint32_t shader_size_bytes = old_shader[6];
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new_shader.resize(shader_size_bytes);
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std::memcpy(new_shader.data(), shader, shader_size_bytes);
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// Find the SHEX chunk.
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uint32_t chunk_count = old_shader[7];
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for (uint32_t i = 0; i < chunk_count; ++i) {
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uint32_t chunk_offset_bytes = old_shader[8 + i];
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const uint32_t* chunk = old_shader + chunk_offset_bytes / sizeof(uint32_t);
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if (chunk[0] != 'XEHS') {
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continue;
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}
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// Find dcl_globalFlags and patch it.
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uint32_t code_size_dwords = chunk[3];
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chunk += 4;
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for (uint32_t j = 0; j < code_size_dwords;) {
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uint32_t opcode_token = chunk[j];
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uint32_t opcode = DECODE_D3D10_SB_OPCODE_TYPE(opcode_token);
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if (opcode == D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) {
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opcode_token |= D3D11_SB_GLOBAL_FLAG_FORCE_EARLY_DEPTH_STENCIL;
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std::memcpy(new_shader.data() +
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(chunk_offset_bytes + (4 + j) * sizeof(uint32_t)),
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&opcode_token, sizeof(uint32_t));
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// Recalculate the checksum since the shader was modified.
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CalculateDXBCChecksum(
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reinterpret_cast<unsigned char*>(new_shader.data()),
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shader_size_bytes,
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reinterpret_cast<unsigned int*>(new_shader.data() +
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sizeof(uint32_t)));
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break;
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}
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if (opcode == D3D10_SB_OPCODE_CUSTOMDATA) {
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j += chunk[j + 1];
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} else {
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j += DECODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(opcode_token);
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}
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}
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break;
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}
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return std::move(new_shader);
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}
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std::vector<uint8_t> DxbcShaderTranslator::CreateDepthOnlyPixelShader() {
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Reset();
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is_depth_only_pixel_shader_ = true;
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StartTranslation();
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return std::move(CompleteTranslation());
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}
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void DxbcShaderTranslator::Reset() {
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ShaderTranslator::Reset();
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shader_code_.clear();
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is_depth_only_pixel_shader_ = false;
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cbuffer_count_ = 0;
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// System constants always used in prologues/epilogues.
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cbuffer_index_system_constants_ = cbuffer_count_++;
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cbuffer_index_float_constants_ = kCbufferIndexUnallocated;
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cbuffer_index_bool_loop_constants_ = kCbufferIndexUnallocated;
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cbuffer_index_fetch_constants_ = kCbufferIndexUnallocated;
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system_constants_used_ = 0;
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in_control_point_index_used_ = false;
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system_temp_count_current_ = 0;
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system_temp_count_max_ = 0;
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cf_exec_bool_constant_ = kCfExecBoolConstantNone;
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cf_exec_predicated_ = false;
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cf_instruction_predicate_if_open_ = false;
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cf_exec_predicate_written_ = false;
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texture_srvs_.clear();
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sampler_bindings_.clear();
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memexport_alloc_current_count_ = 0;
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std::memset(&stat_, 0, sizeof(stat_));
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}
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void DxbcShaderTranslator::DxbcSrc::Write(std::vector<uint32_t>& code,
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bool is_integer, uint32_t mask,
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bool force_vector) const {
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uint32_t operand_token = GetOperandTokenTypeAndIndex();
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uint32_t mask_single_component = DxbcDest::GetMaskSingleComponent(mask);
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uint32_t select_component =
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mask_single_component != UINT32_MAX ? mask_single_component : 0;
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bool is_vector =
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force_vector || (mask != 0b0000 && mask_single_component == UINT32_MAX);
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if (type_ == DxbcOperandType::kImmediate32) {
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if (is_vector) {
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operand_token |= uint32_t(DxbcOperandDimension::kVector) |
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(uint32_t(DxbcComponentSelection::kSwizzle) << 2) |
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(DxbcSrc::kXYZW << 4);
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} else {
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operand_token |= uint32_t(DxbcOperandDimension::kScalar);
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}
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code.push_back(operand_token);
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if (is_vector) {
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for (uint32_t i = 0; i < 4; ++i) {
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code.push_back((mask & (1 << i)) ? GetModifiedImmediate(i, is_integer)
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: 0);
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}
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} else {
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code.push_back(GetModifiedImmediate(select_component, is_integer));
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}
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} else {
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switch (GetDimension()) {
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case DxbcOperandDimension::kScalar:
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if (is_vector) {
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operand_token |= uint32_t(DxbcOperandDimension::kVector) |
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(uint32_t(DxbcComponentSelection::kSwizzle) << 2) |
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(DxbcSrc::kXXXX << 4);
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} else {
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operand_token |= uint32_t(DxbcOperandDimension::kScalar);
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}
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break;
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case DxbcOperandDimension::kVector:
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operand_token |= uint32_t(DxbcOperandDimension::kVector);
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if (is_vector) {
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operand_token |= uint32_t(DxbcComponentSelection::kSwizzle) << 2;
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// Clear swizzle of unused components to a used value to avoid
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// referencing potentially uninitialized register components.
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uint32_t used_component;
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if (!xe::bit_scan_forward(mask, &used_component)) {
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used_component = 0;
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}
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for (uint32_t i = 0; i < 4; ++i) {
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uint32_t swizzle_index = (mask & (1 << i)) ? i : used_component;
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operand_token |=
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(((swizzle_ >> (swizzle_index * 2)) & 3) << (4 + i * 2));
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}
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} else {
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operand_token |= (uint32_t(DxbcComponentSelection::kSelect1) << 2) |
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(((swizzle_ >> (select_component * 2)) & 3) << 4);
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}
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break;
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default:
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break;
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}
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DxbcOperandModifier modifier = DxbcOperandModifier::kNone;
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if (absolute_ && negate_) {
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modifier = DxbcOperandModifier::kAbsoluteNegate;
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} else if (absolute_) {
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modifier = DxbcOperandModifier::kAbsolute;
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} else if (negate_) {
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modifier = DxbcOperandModifier::kNegate;
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}
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if (modifier != DxbcOperandModifier::kNone) {
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operand_token |= uint32_t(1) << 31;
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}
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code.push_back(operand_token);
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if (modifier != DxbcOperandModifier::kNone) {
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code.push_back(uint32_t(DxbcExtendedOperandType::kModifier) |
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(uint32_t(modifier) << 6));
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}
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DxbcOperandAddress::Write(code);
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}
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}
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bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
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// Xenia crashes on Intel HD Graphics 4000 with switch.
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return cvars::dxbc_switch && vendor_id_ != 0x8086;
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}
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uint32_t DxbcShaderTranslator::PushSystemTemp(uint32_t zero_mask,
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uint32_t count) {
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uint32_t register_index = system_temp_count_current_;
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if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
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// Guest shader registers first if they're not in x0. Depth-only pixel
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// shader is a special case of the DXBC translator usage, where there are no
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// GPRs because there's no shader to translate, and a guest shader is not
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// loaded.
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register_index += register_count();
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}
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system_temp_count_current_ += count;
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system_temp_count_max_ =
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std::max(system_temp_count_max_, system_temp_count_current_);
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zero_mask &= 0b1111;
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if (zero_mask) {
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for (uint32_t i = 0; i < count; ++i) {
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DxbcOpMov(DxbcDest::R(register_index + i, zero_mask), DxbcSrc::LU(0));
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}
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}
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return register_index;
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}
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void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
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assert_true(count <= system_temp_count_current_);
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system_temp_count_current_ -= std::min(count, system_temp_count_current_);
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}
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void DxbcShaderTranslator::ConvertPWLGamma(
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bool to_gamma, int32_t source_temp, uint32_t source_temp_component,
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uint32_t target_temp, uint32_t target_temp_component, uint32_t piece_temp,
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uint32_t piece_temp_component, uint32_t accumulator_temp,
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uint32_t accumulator_temp_component) {
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assert_true(source_temp != target_temp ||
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source_temp_component != target_temp_component ||
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((target_temp != accumulator_temp ||
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target_temp_component != accumulator_temp_component) &&
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(target_temp != piece_temp ||
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target_temp_component != piece_temp_component)));
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assert_true(piece_temp != source_temp ||
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piece_temp_component != source_temp_component);
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assert_true(accumulator_temp != source_temp ||
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accumulator_temp_component != source_temp_component);
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assert_true(piece_temp != accumulator_temp ||
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piece_temp_component != accumulator_temp_component);
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DxbcSrc source_src(DxbcSrc::R(source_temp).Select(source_temp_component));
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DxbcDest piece_dest(DxbcDest::R(piece_temp, 1 << piece_temp_component));
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DxbcSrc piece_src(DxbcSrc::R(piece_temp).Select(piece_temp_component));
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DxbcDest accumulator_dest(
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DxbcDest::R(accumulator_temp, 1 << accumulator_temp_component));
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DxbcSrc accumulator_src(
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DxbcSrc::R(accumulator_temp).Select(accumulator_temp_component));
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// For each piece:
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// 1) Calculate how far we are on it. Multiply by 1/width, subtract
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// start/width and saturate.
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// 2) Add the contribution of the piece - multiply the position on the piece
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// by its slope*width and accumulate.
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// Piece 1.
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DxbcOpMul(piece_dest, source_src,
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DxbcSrc::LF(to_gamma ? (1.0f / 0.0625f) : (1.0f / 0.25f)), true);
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DxbcOpMul(accumulator_dest, piece_src,
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DxbcSrc::LF(to_gamma ? (4.0f * 0.0625f) : (0.25f * 0.25f)));
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// Piece 2.
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DxbcOpMAd(piece_dest, source_src,
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DxbcSrc::LF(to_gamma ? (1.0f / 0.0625f) : (1.0f / 0.125f)),
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DxbcSrc::LF(to_gamma ? (-0.0625f / 0.0625f) : (-0.25f / 0.125f)),
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true);
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DxbcOpMAd(accumulator_dest, piece_src,
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DxbcSrc::LF(to_gamma ? (2.0f * 0.0625f) : (0.5f * 0.125f)),
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accumulator_src);
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// Piece 3.
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DxbcOpMAd(piece_dest, source_src,
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DxbcSrc::LF(to_gamma ? (1.0f / 0.375f) : (1.0f / 0.375f)),
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DxbcSrc::LF(to_gamma ? (-0.125f / 0.375f) : (-0.375f / 0.375f)),
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true);
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DxbcOpMAd(accumulator_dest, piece_src,
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DxbcSrc::LF(to_gamma ? (1.0f * 0.375f) : (1.0f * 0.375f)),
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accumulator_src);
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// Piece 4.
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DxbcOpMAd(piece_dest, source_src,
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DxbcSrc::LF(to_gamma ? (1.0f / 0.5f) : (1.0f / 0.25f)),
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DxbcSrc::LF(to_gamma ? (-0.5f / 0.5f) : (-0.75f / 0.25f)), true);
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DxbcOpMAd(DxbcDest::R(target_temp, 1 << target_temp_component), piece_src,
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DxbcSrc::LF(to_gamma ? (0.5f * 0.5f) : (2.0f * 0.25f)),
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accumulator_src);
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}
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void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
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if (register_count() < 1) {
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return;
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}
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// Writing the index to X of GPR 0 - either directly if not using indexable
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// registers, or via a system temporary register.
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uint32_t reg;
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if (uses_register_dynamic_addressing()) {
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reg = PushSystemTemp();
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} else {
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reg = 0;
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}
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DxbcDest index_dest(DxbcDest::R(reg, 0b0001));
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DxbcSrc index_src(DxbcSrc::R(reg, DxbcSrc::kXXXX));
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// Check if the closing vertex of a non-indexed line loop is being processed.
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system_constants_used_ |= 1ull << kSysConst_LineLoopClosingIndex_Index;
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DxbcOpINE(
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index_dest,
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DxbcSrc::V(uint32_t(InOutRegister::kVSInVertexIndex), DxbcSrc::kXXXX),
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DxbcSrc::CB(cbuffer_index_system_constants_,
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uint32_t(CbufferRegister::kSystemConstants),
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kSysConst_LineLoopClosingIndex_Vec)
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.Select(kSysConst_LineLoopClosingIndex_Comp));
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// Zero the index if processing the closing vertex of a line loop, or do
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// nothing (replace 0 with 0) if not needed.
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DxbcOpAnd(
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index_dest,
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DxbcSrc::V(uint32_t(InOutRegister::kVSInVertexIndex), DxbcSrc::kXXXX),
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index_src);
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{
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// Swap the vertex index's endianness.
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system_constants_used_ |= 1ull << kSysConst_VertexIndexEndian_Index;
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DxbcSrc endian_src(DxbcSrc::CB(cbuffer_index_system_constants_,
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uint32_t(CbufferRegister::kSystemConstants),
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kSysConst_VertexIndexEndian_Vec)
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.Select(kSysConst_VertexIndexEndian_Comp));
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DxbcDest swap_temp_dest(DxbcDest::R(reg, 0b0010));
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DxbcSrc swap_temp_src(DxbcSrc::R(reg, DxbcSrc::kYYYY));
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// 8-in-16 or one half of 8-in-32.
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DxbcOpSwitch(endian_src);
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DxbcOpCase(DxbcSrc::LU(uint32_t(Endian::k8in16)));
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DxbcOpCase(DxbcSrc::LU(uint32_t(Endian::k8in32)));
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// Temp = X0Z0.
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DxbcOpAnd(swap_temp_dest, index_src, DxbcSrc::LU(0x00FF00FF));
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// Index = YZW0.
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DxbcOpUShR(index_dest, index_src, DxbcSrc::LU(8));
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// Index = Y0W0.
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DxbcOpAnd(index_dest, index_src, DxbcSrc::LU(0x00FF00FF));
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// 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
|