Files
Xenia-Canary/src/xenia/gpu/dxbc_shader_translator.cc
2018-08-31 13:00:47 +03:00

877 lines
36 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/dxbc_shader_translator.h"
#include <algorithm>
#include <cstring>
#include "third_party/dxbc/DXBCChecksum.h"
#include "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
#include "xenia/base/assert.h"
#include "xenia/base/math.h"
namespace xe {
namespace gpu {
using namespace ucode;
DxbcShaderTranslator::DxbcShaderTranslator() {
// Don't allocate again and again for the first shader.
shader_code_.reserve(8192);
shader_object_.reserve(16384);
}
DxbcShaderTranslator::~DxbcShaderTranslator() = default;
void DxbcShaderTranslator::Reset() {
ShaderTranslator::Reset();
shader_code_.clear();
rdef_constants_used_ = 0;
writes_depth_ = false;
std::memset(&stat_, 0, sizeof(stat_));
}
void DxbcShaderTranslator::CompleteShaderCode() {
// Return from `main`.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RET) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
// Write the code epilogue.
CompleteShaderCode();
shader_object_.clear();
// 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 chunks - RDEF, ISGN, OSGN, SHEX, STAT.
shader_object_.push_back(5);
// 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 Output SiGNature.
chunk_position_dwords = uint32_t(shader_object_.size());
shader_object_[10] = 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] = 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] = 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;
}
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);
std::memset(reinterpret_cast<uint8_t*>(&dest[dest_position]) + size, 0xAB,
size_aligned - size);
return uint32_t(size_aligned);
}
const DxbcShaderTranslator::RdefStructMember
DxbcShaderTranslator::rdef_float_constant_page_member_ = {
"c", RdefTypeIndex::kFloatConstantPageArray, 0};
const DxbcShaderTranslator::RdefType DxbcShaderTranslator::rdef_types_[size_t(
DxbcShaderTranslator::RdefTypeIndex::kCount)] = {
{"float", 0, 3, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"float2", 1, 3, 1, 2, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"float3", 1, 3, 1, 3, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"float4", 1, 3, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"int", 0, 2, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"uint", 0, 19, 1, 1, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{"uint4", 1, 19, 1, 4, 0, 0, RdefTypeIndex::kUnknown, nullptr},
{nullptr, 1, 19, 1, 4, 8, 0, RdefTypeIndex::kUint4, nullptr},
{nullptr, 1, 19, 1, 4, 32, 0, RdefTypeIndex::kUint4, nullptr},
{nullptr, 1, 19, 1, 4, 48, 0, RdefTypeIndex::kUint4, nullptr},
{nullptr, 1, 3, 1, 4, kFloatConstantsPerPage, 0, RdefTypeIndex::kFloat4,
nullptr},
{"XeFloatConstantPage", 5, 0, 1, kFloatConstantsPerPage * 4, 1, 1,
RdefTypeIndex::kUnknown, &rdef_float_constant_page_member_},
};
const DxbcShaderTranslator::RdefConstant
DxbcShaderTranslator::rdef_constants_[size_t(
DxbcShaderTranslator::RdefConstantIndex::kCount)] = {
// SYSTEM CONSTANTS MUST BE UPDATED IF THEIR LAYOUT CHANGES!
// System constants vec4 0.
{"xe_mul_rcp_w", RdefTypeIndex::kFloat3, 0, 12},
{"xe_vertex_base_index", RdefTypeIndex::kUint, 12, 4},
// System constants vec4 1.
{"xe_ndc_scale", RdefTypeIndex::kFloat3, 16, 12},
{"xe_vertex_index_endian", RdefTypeIndex::kUint, 28, 4},
// System constants vec4 2.
{"xe_ndc_offset", RdefTypeIndex::kFloat3, 32, 12},
{"xe_pixel_half_pixel_offset", RdefTypeIndex::kFloat, 44, 4},
// System constants vec4 3.
{"xe_point_size", RdefTypeIndex::kFloat2, 48, 8},
{"xe_ssaa_inv_scale", RdefTypeIndex::kFloat2, 56, 8},
// System constants vec4 4.
{"xe_pixel_pos_reg", RdefTypeIndex::kUint, 64, 4},
{"xe_alpha_test", RdefTypeIndex::kInt, 68, 4},
{"xe_alpha_test_range", RdefTypeIndex::kFloat2, 72, 8},
// System constants vec4 5.
{"xe_color_exp_bias", RdefTypeIndex::kFloat4, 80, 16},
// System constants vec4 6.
{"xe_color_output_map", RdefTypeIndex::kUint4, 96, 16},
{"xe_bool_constants", RdefTypeIndex::kUint4Array8, 0, 128},
{"xe_loop_constants", RdefTypeIndex::kUint4Array32, 128, 512},
{"xe_fetch_constants", RdefTypeIndex::kUint4Array48, 0, 768},
{"xe_float_constants", RdefTypeIndex::kFloatConstantPageStruct, 0,
kFloatConstantsPerPage * 16},
};
const DxbcShaderTranslator::RdefConstantBuffer
DxbcShaderTranslator::rdef_constant_buffers_[size_t(
DxbcShaderTranslator::RdefConstantBufferIndex::kCount)] = {
// SYSTEM CONSTANT SIZE MUST BE UPDATED IF THEIR LAYOUT CHANGES!
{"xe_system_cbuffer", RdefConstantIndex::kSystemConstantFirst,
uint32_t(RdefConstantIndex::kSystemConstantCount), 112,
CbufferRegister::kSystemConstants, 1, true, false},
{"xe_bool_loop_cbuffer", RdefConstantIndex::kBoolConstants, 2, 40 * 16,
CbufferRegister::kBoolLoopConstants, 1, true, true},
{"xe_fetch_cbuffer", RdefConstantIndex::kFetchConstants, 1, 48 * 16,
CbufferRegister::kFetchConstants, 1, true, false},
{"xe_float_constants", RdefConstantIndex::kFloatConstants, 1,
kFloatConstantsPerPage * 16, CbufferRegister::kFloatConstantsFirst,
kFloatConstantPageCount, false, true},
};
const DxbcShaderTranslator::RdefConstantBufferIndex
DxbcShaderTranslator::constant_buffer_dcl_order_[size_t(
DxbcShaderTranslator::RdefConstantBufferIndex::kCount)] = {
RdefConstantBufferIndex::kFloatConstants,
RdefConstantBufferIndex::kFetchConstants,
RdefConstantBufferIndex::kSystemConstants,
RdefConstantBufferIndex::kBoolLoopConstants,
};
void DxbcShaderTranslator::WriteResourceDefinitions() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t new_offset;
// + 1 for shared memory (vfetches can probably appear in pixel shaders too,
// they are handled safely there anyway).
// TODO(Triang3l): Textures, samplers.
uint32_t binding_count = uint32_t(RdefConstantBufferIndex::kCount) + 1;
// ***************************************************************************
// Header
// ***************************************************************************
// Constant buffer count.
shader_object_.push_back(uint32_t(RdefConstantBufferIndex::kCount));
// Constant buffer offset (set later).
shader_object_.push_back(0);
// Bound resource count (CBV, SRV, UAV, samplers).
shader_object_.push_back(binding_count);
// TODO(Triang3l): Bound resource buffer offset (set later).
shader_object_.push_back(0);
if (is_vertex_shader()) {
// vs_5_1
shader_object_.push_back(0xFFFE0501u);
} else {
assert_true(is_pixel_shader());
// 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(type.type_class | (type.type << 16));
shader_object_.push_back(type.row_count | (type.column_count << 16));
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]);
}
// Structure members.
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);
}
}
// ***************************************************************************
// Constants
// ***************************************************************************
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t constant_name_offsets[size_t(RdefConstantIndex::kCount)];
for (uint32_t i = 0; i < uint32_t(RdefConstantIndex::kCount); ++i) {
constant_name_offsets[i] = new_offset;
new_offset += AppendString(shader_object_, rdef_constants_[i].name);
}
uint32_t constants_offset = new_offset;
const uint32_t constant_size = 40;
for (uint32_t i = 0; i < uint32_t(RdefConstantIndex::kCount); ++i) {
const RdefConstant& constant = rdef_constants_[i];
shader_object_.push_back(constant_name_offsets[i]);
shader_object_.push_back(constant.offset);
shader_object_.push_back(constant.size);
// Flag 2 is D3D_SVF_USED.
shader_object_.push_back((rdef_constants_used_ & (1ull << i)) ? 2 : 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);
}
// ***************************************************************************
// Constant buffers
// ***************************************************************************
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t cbuffer_name_offsets[size_t(RdefConstantBufferIndex::kCount)];
for (uint32_t i = 0; i < uint32_t(RdefConstantBufferIndex::kCount); ++i) {
cbuffer_name_offsets[i] = new_offset;
new_offset += AppendString(shader_object_, rdef_constant_buffers_[i].name);
}
// Write the offset to the header.
shader_object_[chunk_position_dwords + 1] = new_offset;
for (uint32_t i = 0; i < uint32_t(RdefConstantBufferIndex::kCount); ++i) {
const RdefConstantBuffer& cbuffer = rdef_constant_buffers_[i];
shader_object_.push_back(cbuffer_name_offsets[i]);
shader_object_.push_back(cbuffer.constant_count);
shader_object_.push_back(constants_offset +
uint32_t(cbuffer.first_constant) * constant_size);
shader_object_.push_back(cbuffer.size);
// D3D_CT_CBUFFER.
shader_object_.push_back(0);
// No D3D_SHADER_CBUFFER_FLAGS.
shader_object_.push_back(0);
}
// ***************************************************************************
// Bindings, in t#, 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 shared_memory_name_offset = new_offset;
new_offset += AppendString(shader_object_, "xe_shared_memory");
// TODO(Triang3l): Texture and sampler names.
// Write the offset to the header.
shader_object_[chunk_position_dwords + 3] = new_offset;
// Shared memory.
shader_object_.push_back(shared_memory_name_offset);
// D3D_SIT_BYTEADDRESS.
shader_object_.push_back(7);
// D3D_RETURN_TYPE_MIXED.
shader_object_.push_back(6);
// D3D_SRV_DIMENSION_UNKNOWN.
shader_object_.push_back(1);
// Not multisampled.
shader_object_.push_back(0);
// Register t0.
shader_object_.push_back(0);
// One binding.
shader_object_.push_back(1);
// No D3D_SHADER_INPUT_FLAGS.
shader_object_.push_back(0);
// Register space 0.
shader_object_.push_back(0);
// SRV ID T0.
shader_object_.push_back(0);
// TODO(Triang3l): Textures and samplers.
// Constant buffers.
for (uint32_t i = 0; i < uint32_t(RdefConstantBufferIndex::kCount); ++i) {
const RdefConstantBuffer& cbuffer = rdef_constant_buffers_[i];
shader_object_.push_back(cbuffer_name_offsets[i]);
// D3D_SIT_CBUFFER.
shader_object_.push_back(0);
// No D3D_RESOURCE_RETURN_TYPE.
shader_object_.push_back(0);
// D3D_SRV_DIMENSION_UNKNOWN (not an SRV).
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(cbuffer.register_index));
shader_object_.push_back(cbuffer.binding_count);
// D3D_SIF_USERPACKED if a `cbuffer` rather than a `ConstantBuffer<T>`.
shader_object_.push_back(cbuffer.user_packed ? 1 : 0);
// Register space 0.
shader_object_.push_back(0);
shader_object_.push_back(i);
}
}
void DxbcShaderTranslator::WriteInputSignature() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t new_offset;
const uint32_t signature_position_dwords = 2;
const uint32_t signature_size_dwords = 6;
if (is_vertex_shader()) {
// Only unswapped vertex index.
shader_object_.push_back(1);
// Unknown.
shader_object_.push_back(8);
// Vertex index.
// Semantic name SV_VertexID (the only one in the signature).
shader_object_.push_back(
(signature_position_dwords + signature_size_dwords) * sizeof(uint32_t));
// Semantic index.
shader_object_.push_back(0);
// D3D_NAME_VERTEX_ID.
shader_object_.push_back(6);
// D3D_REGISTER_COMPONENT_UINT32.
shader_object_.push_back(1);
shader_object_.push_back(kVSInVertexIndexRegister);
// x present, x used (always written to GPR 0).
shader_object_.push_back(0x1 | (0x1 << 8));
// Vertex index semantic name.
AppendString(shader_object_, "SV_VertexID");
} else {
assert_true(is_pixel_shader());
// Interpolators, point parameters (coordinates, size), screen position.
shader_object_.push_back(kInterpolatorCount + 2);
// Unknown.
shader_object_.push_back(8);
// Intepolators.
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
// Reserve space for the semantic name (TEXCOORD).
shader_object_.push_back(0);
shader_object_.push_back(i);
// D3D_NAME_UNDEFINED.
shader_object_.push_back(0);
// D3D_REGISTER_COMPONENT_FLOAT32.
shader_object_.push_back(3);
shader_object_.push_back(kPSInInterpolatorRegister + i);
// Interpolators are copied to GPRs in the beginning of the shader. If
// there's a register to copy to, this interpolator is used.
shader_object_.push_back(0xF | (i < register_count() ? (0xF << 8) : 0));
}
// Point parameters - coordinate on the point and point size as a float3
// TEXCOORD (but the size in Z is not needed). Always used because
// ps_param_gen is handled dynamically.
shader_object_.push_back(0);
shader_object_.push_back(kPointParametersTexCoord);
shader_object_.push_back(0);
shader_object_.push_back(3);
shader_object_.push_back(kPSInPointParametersRegister);
shader_object_.push_back(0x7 | (0x3 << 8));
// Position (only XY needed). Always used because ps_param_gen is handled
// dynamically.
shader_object_.push_back(0);
shader_object_.push_back(0);
// D3D_NAME_POSITION.
shader_object_.push_back(1);
shader_object_.push_back(3);
shader_object_.push_back(kPSInPositionRegister);
shader_object_.push_back(0xF | (0x3 << 8));
// Write the semantic names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
for (uint32_t i = 0; i < kInterpolatorCount + 1; ++i) {
uint32_t texcoord_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
i * signature_size_dwords;
shader_object_[texcoord_name_position_dwords] = new_offset;
}
new_offset += AppendString(shader_object_, "TEXCOORD");
uint32_t position_name_position_dwords =
chunk_position_dwords + signature_position_dwords +
(kInterpolatorCount + 1) * signature_size_dwords;
shader_object_[position_name_position_dwords] = new_offset;
new_offset += AppendString(shader_object_, "SV_Position");
}
}
void DxbcShaderTranslator::WriteOutputSignature() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t new_offset;
const uint32_t signature_position_dwords = 2;
const uint32_t signature_size_dwords = 6;
if (is_vertex_shader()) {
// Interpolators, point parameters (coordinates, size), screen position.
shader_object_.push_back(kInterpolatorCount + 2);
// Unknown.
shader_object_.push_back(8);
// Intepolators.
for (uint32_t i = 0; i < kInterpolatorCount; ++i) {
// Reserve space for the semantic name (TEXCOORD).
shader_object_.push_back(0);
// Semantic index.
shader_object_.push_back(i);
// D3D_NAME_UNDEFINED.
shader_object_.push_back(0);
// D3D_REGISTER_COMPONENT_FLOAT32.
shader_object_.push_back(3);
shader_object_.push_back(kVSOutInterpolatorRegister + i);
// Unlike in ISGN, the second byte contains the unused components, not the
// used ones. All components are always used because they are reset to 0.
shader_object_.push_back(0xF);
}
// Point parameters - coordinate on the point and point size as a float3
// TEXCOORD. Always used because reset to (0, 0, -1).
shader_object_.push_back(0);
shader_object_.push_back(kPointParametersTexCoord);
shader_object_.push_back(0);
shader_object_.push_back(3);
shader_object_.push_back(kVSOutPointParametersRegister);
shader_object_.push_back(0x7 | (0x8 << 8));
// Position.
shader_object_.push_back(0);
shader_object_.push_back(0);
// D3D_NAME_POSITION.
shader_object_.push_back(1);
shader_object_.push_back(3);
shader_object_.push_back(kVSOutPositionRegister);
shader_object_.push_back(0xF);
// Write the semantic names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
for (uint32_t i = 0; i < kInterpolatorCount + 1; ++i) {
uint32_t texcoord_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
i * signature_size_dwords;
shader_object_[texcoord_name_position_dwords] = new_offset;
}
new_offset += AppendString(shader_object_, "TEXCOORD");
uint32_t position_name_position_dwords =
chunk_position_dwords + signature_position_dwords +
(kInterpolatorCount + 1) * signature_size_dwords;
shader_object_[position_name_position_dwords] = new_offset;
new_offset += AppendString(shader_object_, "SV_Position");
} else {
assert_true(is_pixel_shader());
// Color render targets, optionally depth.
shader_object_.push_back(4 + (writes_depth_ ? 1 : 0));
// Unknown.
shader_object_.push_back(8);
// Color render targets.
for (uint32_t i = 0; i < 4; ++i) {
// Reserve space for the semantic name (SV_Target).
shader_object_.push_back(0);
shader_object_.push_back(i);
// D3D_NAME_UNDEFINED for some reason - this is correct.
shader_object_.push_back(0);
shader_object_.push_back(3);
// Register must match the render target index.
shader_object_.push_back(i);
// All are used because X360 RTs are dynamically remapped to D3D12 RTs to
// make the indices consecutive.
shader_object_.push_back(0xF);
}
// Depth.
if (writes_depth_) {
// Reserve space for the semantic name (SV_Depth).
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(3);
shader_object_.push_back(0xFFFFFFFFu);
shader_object_.push_back(0x1 | (0xE << 8));
}
// Write the semantic names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
for (uint32_t i = 0; i < 4; ++i) {
uint32_t color_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
i * signature_size_dwords;
shader_object_[color_name_position_dwords] = new_offset;
}
new_offset += AppendString(shader_object_, "SV_Target");
if (writes_depth_) {
uint32_t depth_name_position_dwords = chunk_position_dwords +
signature_position_dwords +
4 * signature_size_dwords;
shader_object_[depth_name_position_dwords] = new_offset;
new_offset += AppendString(shader_object_, "SV_Depth");
}
}
}
void DxbcShaderTranslator::WriteShaderCode() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
D3D10_SB_TOKENIZED_PROGRAM_TYPE program_type =
is_vertex_shader() ? D3D10_SB_VERTEX_SHADER : D3D10_SB_PIXEL_SHADER;
shader_object_.push_back(
ENCODE_D3D10_SB_TOKENIZED_PROGRAM_VERSION_TOKEN(program_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.
// Inputs/outputs have 1D-indexed operands with a component mask and a
// register index.
const uint32_t binding_operand_token =
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_SWIZZLE_MODE) |
D3D10_SB_OPERAND_4_COMPONENT_NOSWIZZLE |
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, D3D10_SB_OPERAND_INDEX_IMMEDIATE32);
const uint32_t input_operand_unmasked_token =
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_INPUT) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32);
const uint32_t output_operand_unmasked_token =
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
D3D10_SB_OPERAND_4_COMPONENT_MASK_MODE) |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_1D) |
ENCODE_D3D10_SB_OPERAND_INDEX_REPRESENTATION(
0, D3D10_SB_OPERAND_INDEX_IMMEDIATE32);
// Don't allow refactoring when converting to native code to maintain position
// invariance (needed even in pixel shaders for oDepth invariance).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_GLOBAL_FLAGS) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1) |
D3D11_1_SB_GLOBAL_FLAG_SKIP_OPTIMIZATION);
// Constant buffers.
for (uint32_t i = 0; i < uint32_t(RdefConstantBufferIndex::kCount); ++i) {
uint32_t cbuffer_index = uint32_t(constant_buffer_dcl_order_[i]);
const RdefConstantBuffer& cbuffer = rdef_constant_buffers_[cbuffer_index];
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_CONSTANT_BUFFER) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7) |
ENCODE_D3D10_SB_D3D10_SB_CONSTANT_BUFFER_ACCESS_PATTERN(
cbuffer.dynamic_indexed
? D3D10_SB_CONSTANT_BUFFER_DYNAMIC_INDEXED
: D3D10_SB_CONSTANT_BUFFER_IMMEDIATE_INDEXED));
shader_object_.push_back(
binding_operand_token |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER));
shader_object_.push_back(cbuffer_index);
shader_object_.push_back(uint32_t(cbuffer.register_index));
shader_object_.push_back(uint32_t(cbuffer.register_index) +
cbuffer.binding_count - 1);
shader_object_.push_back((cbuffer.size + 15) >> 4);
// Space 0.
shader_object_.push_back(0);
}
// Shader resources.
// Shared memory ByteAddressBuffer (T0, at t0, space0).
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(
binding_operand_token |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_RESOURCE));
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
shader_object_.push_back(0);
// Inputs and outputs.
if (is_vertex_shader()) {
// 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(input_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_X);
shader_object_.push_back(kVSInVertexIndexRegister);
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(output_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL);
shader_object_.push_back(kVSOutInterpolatorRegister + 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(output_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_X |
D3D10_SB_OPERAND_4_COMPONENT_MASK_Y |
D3D10_SB_OPERAND_4_COMPONENT_MASK_Z);
shader_object_.push_back(kVSOutPointParametersRegister);
++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(output_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL);
shader_object_.push_back(kVSOutPositionRegister);
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION));
++stat_.dcl_count;
} else if (is_pixel_shader()) {
// Interpolator input.
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_TOKENIZED_INSTRUCTION_LENGTH(3) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR));
shader_object_.push_back(input_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL);
shader_object_.push_back(kPSInInterpolatorRegister + 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_TOKENIZED_INSTRUCTION_LENGTH(3) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR));
shader_object_.push_back(input_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_X |
D3D10_SB_OPERAND_4_COMPONENT_MASK_Y);
shader_object_.push_back(kPSInPointParametersRegister);
++stat_.dcl_count;
// Position input (only XY needed).
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INPUT_PS_SIV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4) |
ENCODE_D3D10_SB_INPUT_INTERPOLATION_MODE(
D3D10_SB_INTERPOLATION_LINEAR_NOPERSPECTIVE));
shader_object_.push_back(input_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_X |
D3D10_SB_OPERAND_4_COMPONENT_MASK_Y);
shader_object_.push_back(kPSInPositionRegister);
shader_object_.push_back(ENCODE_D3D10_SB_NAME(D3D10_SB_NAME_POSITION));
++stat_.dcl_count;
// Color 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(output_operand_unmasked_token |
D3D10_SB_OPERAND_4_COMPONENT_MASK_ALL);
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(
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_1_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_TYPE(D3D10_SB_OPERAND_TYPE_OUTPUT_DEPTH) |
ENCODE_D3D10_SB_OPERAND_INDEX_DIMENSION(D3D10_SB_OPERAND_INDEX_0D));
++stat_.dcl_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