Files
Xenia-Canary/src/xenia/gpu/d3d11/d3d11_shader_translator.cc
2014-08-16 16:57:00 -07:00

1637 lines
49 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_shader_translator.h>
#include <algorithm>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_geometry_shader.h>
#include <xenia/gpu/d3d11/d3d11_resource_cache.h>
#include <xenia/gpu/xenos/ucode.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
namespace {
const char* GetFormatTypeName(const VertexBufferResource::DeclElement& el) {
switch (el.format) {
case FMT_32:
return el.is_signed ? "int" : "uint";
case FMT_32_FLOAT:
return "float";
case FMT_16_16:
case FMT_32_32:
if (el.is_normalized) {
return el.is_signed ? "snorm float2" : "unorm float2";
} else {
return el.is_signed ? "int2" : "uint2";
}
case FMT_16_16_FLOAT:
case FMT_32_32_FLOAT:
return "float2";
case FMT_10_11_11:
case FMT_11_11_10:
return "int3"; // ?
case FMT_32_32_32_FLOAT:
return "float3";
case FMT_8_8_8_8:
case FMT_2_10_10_10:
case FMT_16_16_16_16:
case FMT_32_32_32_32:
if (el.is_normalized) {
return el.is_signed ? "snorm float4" : "unorm float4";
} else {
return el.is_signed ? "int4" : "uint4";
}
case FMT_16_16_16_16_FLOAT:
case FMT_32_32_32_32_FLOAT:
return "float4";
default:
XELOGE("Unknown vertex format: %d", el.format);
assert_always();
return "float4";
}
}
} // anonymous namespace
D3D11ShaderTranslator::D3D11ShaderTranslator()
: capacity_(kCapacity), offset_(0) {
buffer_[0] = 0;
}
int D3D11ShaderTranslator::TranslateVertexShader(
VertexShaderResource* vertex_shader,
const xe_gpu_program_cntl_t& program_cntl) {
SCOPE_profile_cpu_f("gpu");
type_ = XE_GPU_SHADER_TYPE_VERTEX;
tex_fetch_index_ = 0;
dwords_ = vertex_shader->dwords();
// Add constants buffers.
// We could optimize this by only including used buffers, but the compiler
// seems to do a good job of doing this for us.
// It also does read detection, so c[512] can end up c[4] in the asm -
// instead of doing this optimization ourselves we could maybe just query
// this from the compiler.
append(
"cbuffer float_consts : register(b0) {\n"
" float4 c[512];\n"
"};\n");
// TODO(benvanik): add bool/loop constants.
AppendTextureHeader(vertex_shader->sampler_inputs());
// Transform utilities. We adjust the output position in various ways
// as we can't do this via D3D11 APIs.
append(
"cbuffer vs_consts : register(b3) {\n"
" float4 window;\n" // x,y,w,h
" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
" float4 viewport_size;\n" // x,y,w,h
"};"
"float4 applyViewport(float4 pos) {\n"
" if (viewport_z_enable.w) {\n"
//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
// w?
" } else {\n"
" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + float2(-1.0, 1.0);\n"
" pos.zw = float2(0.0, 1.0);\n"
" }\n"
" pos.xy += window.xy;\n"
" return pos;\n"
"}\n");
// Add vertex shader input.
append(
"struct VS_INPUT {\n");
uint32_t el_index = 0;
const auto& buffer_inputs = vertex_shader->buffer_inputs();
for (uint32_t n = 0; n < buffer_inputs.count; n++) {
const auto& input = buffer_inputs.descs[n];
for (uint32_t m = 0; m < input.info.element_count; m++) {
const auto& el = input.info.elements[m];
const char* type_name = GetFormatTypeName(el);
const auto& fetch = el.vtx_fetch;
uint32_t fetch_slot = fetch.const_index * 3 + fetch.const_index_sel;
append(
" %s vf%u_%d : XE_VF%u;\n",
type_name, fetch_slot, fetch.offset, el_index);
el_index++;
}
}
append(
"};\n");
// Add vertex shader output (pixel shader input).
const auto& alloc_counts = vertex_shader->alloc_counts();
append(
"struct VS_OUTPUT {\n");
if (alloc_counts.positions) {
assert_true(alloc_counts.positions == 1);
append(
" float4 oPos : SV_POSITION;\n");
}
if (alloc_counts.params) {
append(
" float4 o[%d] : XE_O;\n",
kMaxInterpolators);
}
if (alloc_counts.point_size) {
append(
" float4 oPointSize : PSIZE;\n");
}
append(
"};\n");
// Vertex shader main() header.
append(
"VS_OUTPUT main(VS_INPUT i) {\n"
" VS_OUTPUT o;\n");
// Always write position, as some shaders seem to only write certain values.
if (alloc_counts.positions) {
append(
" o.oPos = float4(0.0, 0.0, 0.0, 0.0);\n");
}
if (alloc_counts.point_size) {
append(
" o.oPointSize = float4(1.0, 0.0, 0.0, 0.0);\n");
}
// TODO(benvanik): remove this, if possible (though the compiler may be smart
// enough to do it for us).
if (alloc_counts.params) {
for (uint32_t n = 0; n < kMaxInterpolators; n++) {
append(
" o.o[%d] = float4(0.0, 0.0, 0.0, 0.0);\n", n);
}
}
// Add temporaries for any registers we may use.
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
for (uint32_t n = 0; n <= temp_regs; n++) {
append(
" float4 r%d = c[%d];\n", n, n);
}
append(" float4 t;\n");
// Execute blocks.
const auto& execs = vertex_shader->execs();
for (auto it = execs.begin(); it != execs.end(); ++it) {
const instr_cf_exec_t& cf = *it;
// TODO(benvanik): figure out how sequences/jmps/loops/etc work.
if (TranslateExec(cf)) {
return 1;
}
}
// main footer.
if (alloc_counts.positions) {
append(
" o.oPos = applyViewport(o.oPos);\n");
}
append(
" return o;\n"
"};\n");
return 0;
}
int D3D11ShaderTranslator::TranslatePixelShader(
PixelShaderResource* pixel_shader,
const xe_gpu_program_cntl_t& program_cntl,
const VertexShaderResource::AllocCounts& alloc_counts) {
SCOPE_profile_cpu_f("gpu");
// We need an input VS to make decisions here.
// TODO(benvanik): do we need to pair VS/PS up and store the combination?
// If the same PS is used with different VS that output different amounts
// (and less than the number of required registers), things may die.
type_ = XE_GPU_SHADER_TYPE_PIXEL;
tex_fetch_index_ = 0;
dwords_ = pixel_shader->dwords();
// Add constants buffers.
// We could optimize this by only including used buffers, but the compiler
// seems to do a good job of doing this for us.
// It also does read detection, so c[512] can end up c[4] in the asm -
// instead of doing this optimization ourselves we could maybe just query
// this from the compiler.
append(
"cbuffer float_consts : register(b0) {\n"
" float4 c[512];\n"
"};\n");
// TODO(benvanik): add bool/loop constants.
AppendTextureHeader(pixel_shader->sampler_inputs());
// Add vertex shader output (pixel shader input).
append(
"struct VS_OUTPUT {\n");
if (alloc_counts.positions) {
assert_true(alloc_counts.positions == 1);
append(
" float4 oPos : SV_POSITION;\n");
}
if (alloc_counts.params) {
append(
" float4 o[%d] : XE_O;\n",
kMaxInterpolators);
}
append(
"};\n");
// Add pixel shader output.
append(
"struct PS_OUTPUT {\n");
for (uint32_t n = 0; n < alloc_counts.params; n++) {
append(
" float4 oC%d : SV_TARGET%d;\n", n, n);
if (program_cntl.ps_export_depth) {
// Is this per render-target?
append(
" float oD%d : SV_DEPTH%d;\n", n, n);
}
}
append(
"};\n");
// Pixel shader main() header.
append(
"PS_OUTPUT main(VS_OUTPUT i) {\n"
" PS_OUTPUT o;\n");
for (uint32_t n = 0; n < alloc_counts.params; n++) {
append(
" o.oC%d = float4(1.0, 0.0, 0.0, 1.0);\n", n);
}
// Add temporary registers.
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
for (uint32_t n = 0; n <= std::max(15u, temp_regs); n++) {
append(
" float4 r%d = c[%d];\n", n, n + 256);
}
append(" float4 t;\n");
// Bring registers local.
if (alloc_counts.params) {
for (uint32_t n = 0; n < kMaxInterpolators; n++) {
append(
" r%d = i.o[%d];\n", n, n);
}
}
// Execute blocks.
const auto& execs = pixel_shader->execs();
for (auto it = execs.begin(); it != execs.end(); ++it) {
const instr_cf_exec_t& cf = *it;
// TODO(benvanik): figure out how sequences/jmps/loops/etc work.
if (TranslateExec(cf)) {
return 1;
}
}
// main footer.
append(
" return o;\n"
"}\n");
return 0;
}
void D3D11ShaderTranslator::AppendTextureHeader(
const ShaderResource::SamplerInputs& sampler_inputs) {
bool fetch_setup[32] = { false };
// 1 texture per constant slot, 1 sampler per fetch.
for (uint32_t n = 0; n < sampler_inputs.count; n++) {
const auto& input = sampler_inputs.descs[n];
const auto& fetch = input.tex_fetch;
// Add texture, if needed.
if (!fetch_setup[fetch.const_idx]) {
fetch_setup[fetch.const_idx] = true;
const char* texture_type = NULL;
switch (fetch.dimension) {
case DIMENSION_1D:
texture_type = "Texture1D";
break;
default:
case DIMENSION_2D:
texture_type = "Texture2D";
break;
case DIMENSION_3D:
texture_type = "Texture3D";
break;
case DIMENSION_CUBE:
texture_type = "TextureCube";
break;
}
append("%s x_texture_%d;\n", texture_type, fetch.const_idx);
}
// Add sampler.
append("SamplerState x_sampler_%d;\n", n);
}
}
namespace {
static const char chan_names[] = {
'x', 'y', 'z', 'w',
// these only apply to FETCH dst's, and we shouldn't be using them:
'0', '1', '?', '_',
};
} // namespace
void D3D11ShaderTranslator::AppendSrcReg(uint32_t num, uint32_t type,
uint32_t swiz, uint32_t negate,
uint32_t abs) {
if (negate) {
append("-");
}
if (abs) {
append("abs(");
}
if (type) {
// Register.
append("r%u", num);
} else {
// Constant.
append("c[%u]", type_ == XE_GPU_SHADER_TYPE_PIXEL ? num + 256 : num);
}
if (swiz) {
append(".");
for (int i = 0; i < 4; i++) {
append("%c", chan_names[(swiz + i) & 0x3]);
swiz >>= 2;
}
}
if (abs) {
append(")");
}
}
void D3D11ShaderTranslator::AppendDestRegName(uint32_t num, uint32_t dst_exp) {
if (!dst_exp) {
// Register.
append("r%u", num);
} else {
// Export.
switch (type_) {
case XE_GPU_SHADER_TYPE_VERTEX:
switch (num) {
case 62:
append("o.oPos");
break;
case 63:
append("o.oPointSize");
break;
default:
// Varying.
append("o.o[%u]", num);;
break;
}
break;
case XE_GPU_SHADER_TYPE_PIXEL:
switch (num) {
case 0:
append("o.oC0");
break;
default:
// TODO(benvanik): other render targets?
// TODO(benvanik): depth?
assert_always();
break;
}
break;
}
}
}
void D3D11ShaderTranslator::AppendDestReg(uint32_t num, uint32_t mask,
uint32_t dst_exp) {
if (mask != 0xF) {
// If masking, store to a temporary variable and clean it up later.
append("t");
} else {
// Store directly to output.
AppendDestRegName(num, dst_exp);
}
}
void D3D11ShaderTranslator::AppendDestRegPost(uint32_t num, uint32_t mask,
uint32_t dst_exp) {
if (mask != 0xF) {
// Masking.
append(" ");
AppendDestRegName(num, dst_exp);
append(" = float4(");
for (int i = 0; i < 4; i++) {
// TODO(benvanik): mask out values? mix in old value as temp?
// append("%c", (mask & 0x1) ? chan_names[i] : 'w');
if (!(mask & 0x1)) {
AppendDestRegName(num, dst_exp);
} else {
append("t");
}
append(".%c", chan_names[i]);
mask >>= 1;
if (i < 3) {
append(", ");
}
}
append(");\n");
}
}
void D3D11ShaderTranslator::PrintSrcReg(uint32_t num, uint32_t type,
uint32_t swiz, uint32_t negate,
uint32_t abs) {
if (negate) {
append("-");
}
if (abs) {
append("|");
}
append("%c%u", type ? 'R' : 'C', num);
if (swiz) {
append(".");
for (int i = 0; i < 4; i++) {
append("%c", chan_names[(swiz + i) & 0x3]);
swiz >>= 2;
}
}
if (abs) {
append("|");
}
}
void D3D11ShaderTranslator::PrintDstReg(uint32_t num, uint32_t mask,
uint32_t dst_exp) {
append("%s%u", dst_exp ? "export" : "R", num);
if (mask != 0xf) {
append(".");
for (int i = 0; i < 4; i++) {
append("%c", (mask & 0x1) ? chan_names[i] : '_');
mask >>= 1;
}
}
}
void D3D11ShaderTranslator::PrintExportComment(uint32_t num) {
const char *name = NULL;
switch (type_) {
case XE_GPU_SHADER_TYPE_VERTEX:
switch (num) {
case 62: name = "gl_Position"; break;
case 63: name = "gl_PointSize"; break;
}
break;
case XE_GPU_SHADER_TYPE_PIXEL:
switch (num) {
case 0: name = "gl_FragColor"; break;
}
break;
}
/* if we had a symbol table here, we could look
* up the name of the varying..
*/
if (name) {
append("\t; %s", name);
}
}
int D3D11ShaderTranslator::TranslateALU_ADDv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(" + ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MULv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(" * ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MAXv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
if (alu.src1_reg == alu.src2_reg &&
alu.src1_sel == alu.src2_sel &&
alu.src1_swiz == alu.src2_swiz &&
alu.src1_reg_negate == alu.src2_reg_negate &&
alu.src1_reg_abs == alu.src2_reg_abs) {
// This is a mov.
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
} else {
append("max(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(")");
}
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MINv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("min(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_SETXXv(const instr_alu_t& alu, const char* op) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("float4((");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").x %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").x ? 1.0 : 0.0, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").y %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").y ? 1.0 : 0.0, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").z %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").z ? 1.0 : 0.0, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").w %s (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").w ? 1.0 : 0.0)");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_SETEv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, "==");
}
int D3D11ShaderTranslator::TranslateALU_SETGTv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, ">");
}
int D3D11ShaderTranslator::TranslateALU_SETGTEv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, ">=");
}
int D3D11ShaderTranslator::TranslateALU_SETNEv(const instr_alu_t& alu) {
return TranslateALU_SETXXv(alu, "!=");
}
int D3D11ShaderTranslator::TranslateALU_FRACv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("frac(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_TRUNCv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("trunc(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_FLOORv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("floor(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MULADDv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("mad(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(", ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_CNDXXv(const instr_alu_t& alu, const char* op) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
// TODO(benvanik): check argument order - could be 3 as compare and 1 and 2 as values.
append("float4((");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").x %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").x : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(").x, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").y %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").y : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(").y, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").z %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").z : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(").z, (");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").w %s 0.0 ? (", op);
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").w : (");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(").w)");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_CNDEv(const instr_alu_t& alu) {
return TranslateALU_CNDXXv(alu, "==");
}
int D3D11ShaderTranslator::TranslateALU_CNDGTEv(const instr_alu_t& alu) {
return TranslateALU_CNDXXv(alu, ">=");
}
int D3D11ShaderTranslator::TranslateALU_CNDGTv(const instr_alu_t& alu) {
return TranslateALU_CNDXXv(alu, ">");
}
int D3D11ShaderTranslator::TranslateALU_DOT4v(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("dot(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(", ");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(")");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_DOT3v(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("dot(float4(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").xyz, float4(");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").xyz)");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_DOT2ADDv(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("dot(float4(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(").xy, float4(");
AppendSrcReg(alu.src2_reg, alu.src2_sel, alu.src2_swiz, alu.src2_reg_negate, alu.src2_reg_abs);
append(").xy) + ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(".x");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
// CUBEv
int D3D11ShaderTranslator::TranslateALU_MAX4v(const instr_alu_t& alu) {
AppendDestReg(alu.vector_dest, alu.vector_write_mask, alu.export_data);
append(" = ");
if (alu.vector_clamp) {
append("saturate(");
}
append("max(");
append("max(");
append("max(");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(".x, ");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(".y), ");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(".z), ");
AppendSrcReg(alu.src1_reg, alu.src1_sel, alu.src1_swiz, alu.src1_reg_negate, alu.src1_reg_abs);
append(".w)");
if (alu.vector_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.vector_dest, alu.vector_write_mask, alu.export_data);
return 0;
}
// ...
int D3D11ShaderTranslator::TranslateALU_MAXs(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
if ((alu.src3_swiz & 0x3) == (((alu.src3_swiz >> 2) + 1) & 0x3)) {
// This is a mov.
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
} else {
append("max(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(".x, ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(".y).xxxx");
}
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MINs(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
append("min(");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(".x, ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(".y).xxxx");
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_SETXXs(const instr_alu_t& alu, const char* op) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
append("((");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(".x %s 0.0) ? 1.0 : 0.0).xxxx", op);
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_SETEs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, "==");
}
int D3D11ShaderTranslator::TranslateALU_SETGTs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, ">");
}
int D3D11ShaderTranslator::TranslateALU_SETGTEs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, ">=");
}
int D3D11ShaderTranslator::TranslateALU_SETNEs(const instr_alu_t& alu) {
return TranslateALU_SETXXs(alu, "!=");
}
int D3D11ShaderTranslator::TranslateALU_RECIP_IEEE(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
append("(1.0 / ");
AppendSrcReg(alu.src3_reg, alu.src3_sel, alu.src3_swiz, alu.src3_reg_negate, alu.src3_reg_abs);
append(")");
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MUL_CONST_0(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
uint32_t swiz_b = (src3_swiz & 0x3);
uint32_t reg2 = (alu.scalar_opc & 1) | (alu.src3_swiz & 0x3C) | (alu.src3_sel << 1);
append("(");
AppendSrcReg(alu.src3_reg, 0, 0, alu.src3_reg_negate, alu.src3_reg_abs);
append(".%c * ", chan_names[swiz_a]);
AppendSrcReg(reg2, 1, 0, alu.src3_reg_negate, alu.src3_reg_abs);
append(".%c", chan_names[swiz_b]);
append(").xxxx");
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_MUL_CONST_1(const instr_alu_t& alu) {
return TranslateALU_MUL_CONST_0(alu);
}
int D3D11ShaderTranslator::TranslateALU_ADD_CONST_0(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
uint32_t swiz_b = (src3_swiz & 0x3);
uint32_t reg2 = (alu.scalar_opc & 1) | (alu.src3_swiz & 0x3C) | (alu.src3_sel << 1);
append("(");
AppendSrcReg(alu.src3_reg, 0, 0, alu.src3_reg_negate, alu.src3_reg_abs);
append(".%c + ", chan_names[swiz_a]);
AppendSrcReg(reg2, 1, 0, alu.src3_reg_negate, alu.src3_reg_abs);
append(".%c", chan_names[swiz_b]);
append(").xxxx");
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_ADD_CONST_1(const instr_alu_t& alu) {
return TranslateALU_ADD_CONST_0(alu);
}
int D3D11ShaderTranslator::TranslateALU_SUB_CONST_0(const instr_alu_t& alu) {
AppendDestReg(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
append(" = ");
if (alu.scalar_clamp) {
append("saturate(");
}
uint32_t src3_swiz = alu.src3_swiz & ~0x3C;
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
uint32_t swiz_b = (src3_swiz & 0x3);
uint32_t reg2 = (alu.scalar_opc & 1) | (alu.src3_swiz & 0x3C) | (alu.src3_sel << 1);
append("(");
AppendSrcReg(alu.src3_reg, 0, 0, alu.src3_reg_negate, alu.src3_reg_abs);
append(".%c - ", chan_names[swiz_a]);
AppendSrcReg(reg2, 1, 0, alu.src3_reg_negate, alu.src3_reg_abs);
append(".%c", chan_names[swiz_b]);
append(").xxxx");
if (alu.scalar_clamp) {
append(")");
}
append(";\n");
AppendDestRegPost(alu.scalar_dest, alu.scalar_write_mask, alu.export_data);
return 0;
}
int D3D11ShaderTranslator::TranslateALU_SUB_CONST_1(const instr_alu_t& alu) {
return TranslateALU_SUB_CONST_0(alu);
}
namespace {
typedef int (D3D11ShaderTranslator::*TranslateFn)(const instr_alu_t& alu);
typedef struct {
uint32_t num_srcs;
const char* name;
TranslateFn fn;
} TranslateInfo;
#define ALU_INSTR(opc, num_srcs) \
{ num_srcs, #opc, nullptr }
#define ALU_INSTR_IMPL(opc, num_srcs) \
{ num_srcs, #opc, &D3D11ShaderTranslator::TranslateALU_##opc }
} // namespace
int D3D11ShaderTranslator::TranslateALU(const instr_alu_t* alu, int sync) {
static TranslateInfo vector_alu_instrs[0x20] = {
ALU_INSTR_IMPL(ADDv, 2), // 0
ALU_INSTR_IMPL(MULv, 2), // 1
ALU_INSTR_IMPL(MAXv, 2), // 2
ALU_INSTR_IMPL(MINv, 2), // 3
ALU_INSTR_IMPL(SETEv, 2), // 4
ALU_INSTR_IMPL(SETGTv, 2), // 5
ALU_INSTR_IMPL(SETGTEv, 2), // 6
ALU_INSTR_IMPL(SETNEv, 2), // 7
ALU_INSTR_IMPL(FRACv, 1), // 8
ALU_INSTR_IMPL(TRUNCv, 1), // 9
ALU_INSTR_IMPL(FLOORv, 1), // 10
ALU_INSTR_IMPL(MULADDv, 3), // 11
ALU_INSTR_IMPL(CNDEv, 3), // 12
ALU_INSTR_IMPL(CNDGTEv, 3), // 13
ALU_INSTR_IMPL(CNDGTv, 3), // 14
ALU_INSTR_IMPL(DOT4v, 2), // 15
ALU_INSTR_IMPL(DOT3v, 2), // 16
ALU_INSTR_IMPL(DOT2ADDv, 3), // 17 -- ???
ALU_INSTR(CUBEv, 2), // 18
ALU_INSTR_IMPL(MAX4v, 1), // 19
ALU_INSTR(PRED_SETE_PUSHv, 2), // 20
ALU_INSTR(PRED_SETNE_PUSHv, 2), // 21
ALU_INSTR(PRED_SETGT_PUSHv, 2), // 22
ALU_INSTR(PRED_SETGTE_PUSHv, 2), // 23
ALU_INSTR(KILLEv, 2), // 24
ALU_INSTR(KILLGTv, 2), // 25
ALU_INSTR(KILLGTEv, 2), // 26
ALU_INSTR(KILLNEv, 2), // 27
ALU_INSTR(DSTv, 2), // 28
ALU_INSTR(MOVAv, 1), // 29
};
static TranslateInfo scalar_alu_instrs[0x40] = {
ALU_INSTR(ADDs, 1), // 0
ALU_INSTR(ADD_PREVs, 1), // 1
ALU_INSTR(MULs, 1), // 2
ALU_INSTR(MUL_PREVs, 1), // 3
ALU_INSTR(MUL_PREV2s, 1), // 4
ALU_INSTR_IMPL(MAXs, 1), // 5
ALU_INSTR_IMPL(MINs, 1), // 6
ALU_INSTR_IMPL(SETEs, 1), // 7
ALU_INSTR_IMPL(SETGTs, 1), // 8
ALU_INSTR_IMPL(SETGTEs, 1), // 9
ALU_INSTR_IMPL(SETNEs, 1), // 10
ALU_INSTR(FRACs, 1), // 11
ALU_INSTR(TRUNCs, 1), // 12
ALU_INSTR(FLOORs, 1), // 13
ALU_INSTR(EXP_IEEE, 1), // 14
ALU_INSTR(LOG_CLAMP, 1), // 15
ALU_INSTR(LOG_IEEE, 1), // 16
ALU_INSTR(RECIP_CLAMP, 1), // 17
ALU_INSTR(RECIP_FF, 1), // 18
ALU_INSTR_IMPL(RECIP_IEEE, 1), // 19
ALU_INSTR(RECIPSQ_CLAMP, 1), // 20
ALU_INSTR(RECIPSQ_FF, 1), // 21
ALU_INSTR(RECIPSQ_IEEE, 1), // 22
ALU_INSTR(MOVAs, 1), // 23
ALU_INSTR(MOVA_FLOORs, 1), // 24
ALU_INSTR(SUBs, 1), // 25
ALU_INSTR(SUB_PREVs, 1), // 26
ALU_INSTR(PRED_SETEs, 1), // 27
ALU_INSTR(PRED_SETNEs, 1), // 28
ALU_INSTR(PRED_SETGTs, 1), // 29
ALU_INSTR(PRED_SETGTEs, 1), // 30
ALU_INSTR(PRED_SET_INVs, 1), // 31
ALU_INSTR(PRED_SET_POPs, 1), // 32
ALU_INSTR(PRED_SET_CLRs, 1), // 33
ALU_INSTR(PRED_SET_RESTOREs, 1), // 34
ALU_INSTR(KILLEs, 1), // 35
ALU_INSTR(KILLGTs, 1), // 36
ALU_INSTR(KILLGTEs, 1), // 37
ALU_INSTR(KILLNEs, 1), // 38
ALU_INSTR(KILLONEs, 1), // 39
ALU_INSTR(SQRT_IEEE, 1), // 40
{ 0, 0, false },
ALU_INSTR_IMPL(MUL_CONST_0, 2), // 42
ALU_INSTR_IMPL(MUL_CONST_1, 2), // 43
ALU_INSTR_IMPL(ADD_CONST_0, 2), // 44
ALU_INSTR_IMPL(ADD_CONST_1, 2), // 45
ALU_INSTR_IMPL(SUB_CONST_0, 2), // 46
ALU_INSTR_IMPL(SUB_CONST_1, 2), // 47
ALU_INSTR(SIN, 1), // 48
ALU_INSTR(COS, 1), // 49
ALU_INSTR(RETAIN_PREV, 1), // 50
};
#undef ALU_INSTR
#undef ALU_INSTR_IMPL
if (!alu->scalar_write_mask && !alu->vector_write_mask) {
append(" // <nop>\n");
return 0;
}
if (alu->vector_write_mask) {
// Disassemble vector op.
const auto& iv = vector_alu_instrs[alu->vector_opc];
append(" // %sALU:\t", sync ? "(S)" : " ");
append("%s", iv.name);
if (alu->pred_select & 0x2) {
// seems to work similar to conditional execution in ARM instruction
// set, so let's use a similar syntax for now:
append((alu->pred_select & 0x1) ? "EQ" : "NE");
}
append("\t");
PrintDstReg(alu->vector_dest, alu->vector_write_mask, alu->export_data);
append(" = ");
if (iv.num_srcs == 3) {
PrintSrcReg(alu->src3_reg, alu->src3_sel, alu->src3_swiz,
alu->src3_reg_negate, alu->src3_reg_abs);
append(", ");
}
PrintSrcReg(alu->src1_reg, alu->src1_sel, alu->src1_swiz,
alu->src1_reg_negate, alu->src1_reg_abs);
if (iv.num_srcs > 1) {
append(", ");
PrintSrcReg(alu->src2_reg, alu->src2_sel, alu->src2_swiz,
alu->src2_reg_negate, alu->src2_reg_abs);
}
if (alu->vector_clamp) {
append(" CLAMP");
}
if (alu->export_data) {
PrintExportComment(alu->vector_dest);
}
append("\n");
// Translate vector op.
if (iv.fn) {
append(" ");
if ((this->*iv.fn)(*alu)) {
return 1;
}
} else {
append(" // <UNIMPLEMENTED>\n");
}
}
if (alu->scalar_write_mask || !alu->vector_write_mask) {
// 2nd optional scalar op:
// Disassemble scalar op.
const auto& is = scalar_alu_instrs[alu->scalar_opc];
append(" // ");
append("\t");
if (is.name) {
append("\t \t%s\t", is.name);
} else {
append("\t \tOP(%u)\t", alu->scalar_opc);
}
PrintDstReg(alu->scalar_dest, alu->scalar_write_mask, alu->export_data);
append(" = ");
if (is.num_srcs == 2) {
// ADD_CONST_0 dest, [const], [reg]
uint32_t src3_swiz = alu->src3_swiz & ~0x3C;
uint32_t swiz_a = ((src3_swiz >> 6) - 1) & 0x3;
uint32_t swiz_b = (src3_swiz & 0x3);
PrintSrcReg(alu->src3_reg, 0, 0,
alu->src3_reg_negate, alu->src3_reg_abs);
append(".%c", chan_names[swiz_a]);
append(", ");
uint32_t reg2 = (alu->scalar_opc & 1) | (alu->src3_swiz & 0x3C) | (alu->src3_sel << 1);
PrintSrcReg(reg2, 1, 0,
alu->src3_reg_negate, alu->src3_reg_abs);
append(".%c", chan_names[swiz_b]);
} else {
PrintSrcReg(alu->src3_reg, alu->src3_sel, alu->src3_swiz,
alu->src3_reg_negate, alu->src3_reg_abs);
}
if (alu->scalar_clamp) {
append(" CLAMP");
}
if (alu->export_data) {
PrintExportComment(alu->scalar_dest);
}
append("\n");
// Translate scalar op.
if (is.fn) {
append(" ");
if ((this->*is.fn)(*alu)) {
return 1;
}
} else {
append(" // <UNIMPLEMENTED>\n");
}
}
return 0;
}
void D3D11ShaderTranslator::PrintDestFecth(uint32_t dst_reg,
uint32_t dst_swiz) {
append("\tR%u.", dst_reg);
for (int i = 0; i < 4; i++) {
append("%c", chan_names[dst_swiz & 0x7]);
dst_swiz >>= 3;
}
}
void D3D11ShaderTranslator::AppendFetchDest(uint32_t dst_reg,
uint32_t dst_swiz) {
append("r%u.", dst_reg);
for (int i = 0; i < 4; i++) {
append("%c", chan_names[dst_swiz & 0x7]);
dst_swiz >>= 3;
}
}
int D3D11ShaderTranslator::GetFormatComponentCount(uint32_t format) {
switch (format) {
case FMT_32:
case FMT_32_FLOAT:
return 1;
case FMT_16_16:
case FMT_16_16_FLOAT:
case FMT_32_32:
case FMT_32_32_FLOAT:
return 2;
case FMT_10_11_11:
case FMT_11_11_10:
case FMT_32_32_32_FLOAT:
return 3;
case FMT_8_8_8_8:
case FMT_2_10_10_10:
case FMT_16_16_16_16:
case FMT_16_16_16_16_FLOAT:
case FMT_32_32_32_32:
case FMT_32_32_32_32_FLOAT:
return 4;
default:
XELOGE("Unknown vertex format: %d", format);
assert_always();
return 4;
}
}
int D3D11ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
static const struct {
const char *name;
} cf_instructions[] = {
#define INSTR(opc, fxn) { #opc }
INSTR(NOP, print_cf_nop),
INSTR(EXEC, print_cf_exec),
INSTR(EXEC_END, print_cf_exec),
INSTR(COND_EXEC, print_cf_exec),
INSTR(COND_EXEC_END, print_cf_exec),
INSTR(COND_PRED_EXEC, print_cf_exec),
INSTR(COND_PRED_EXEC_END, print_cf_exec),
INSTR(LOOP_START, print_cf_loop),
INSTR(LOOP_END, print_cf_loop),
INSTR(COND_CALL, print_cf_jmp_call),
INSTR(RETURN, print_cf_jmp_call),
INSTR(COND_JMP, print_cf_jmp_call),
INSTR(ALLOC, print_cf_alloc),
INSTR(COND_EXEC_PRED_CLEAN, print_cf_exec),
INSTR(COND_EXEC_PRED_CLEAN_END, print_cf_exec),
INSTR(MARK_VS_FETCH_DONE, print_cf_nop), // ??
#undef INSTR
};
append(
" // %s ADDR(0x%x) CNT(0x%x)",
cf_instructions[cf.opc].name, cf.address, cf.count);
if (cf.yeild) {
append(" YIELD");
}
uint8_t vc = cf.vc_hi | (cf.vc_lo << 2);
if (vc) {
append(" VC(0x%x)", vc);
}
if (cf.bool_addr) {
append(" BOOL_ADDR(0x%x)", cf.bool_addr);
}
if (cf.address_mode == ABSOLUTE_ADDR) {
append(" ABSOLUTE_ADDR");
}
if (cf.is_cond_exec()) {
append(" COND(%d)", cf.condition);
}
append("\n");
uint32_t sequence = cf.serialize;
for (uint32_t i = 0; i < cf.count; i++) {
uint32_t alu_off = (cf.address + i);
int sync = sequence & 0x2;
if (sequence & 0x1) {
const instr_fetch_t* fetch =
(const instr_fetch_t*)(dwords_ + alu_off * 3);
switch (fetch->opc) {
case VTX_FETCH:
if (TranslateVertexFetch(&fetch->vtx, sync)) {
return 1;
}
break;
case TEX_FETCH:
if (TranslateTextureFetch(&fetch->tex, sync)) {
return 1;
}
break;
case TEX_GET_BORDER_COLOR_FRAC:
case TEX_GET_COMP_TEX_LOD:
case TEX_GET_GRADIENTS:
case TEX_GET_WEIGHTS:
case TEX_SET_TEX_LOD:
case TEX_SET_GRADIENTS_H:
case TEX_SET_GRADIENTS_V:
default:
assert_always();
break;
}
} else {
const instr_alu_t* alu =
(const instr_alu_t*)(dwords_ + alu_off * 3);
if (TranslateALU(alu, sync)) {
return 1;
}
}
sequence >>= 2;
}
return 0;
}
int D3D11ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
int sync) {
static const struct {
const char *name;
} fetch_types[0xff] = {
#define TYPE(id) { #id }
TYPE(FMT_1_REVERSE), // 0
{0},
TYPE(FMT_8), // 2
{0},
{0},
{0},
TYPE(FMT_8_8_8_8), // 6
TYPE(FMT_2_10_10_10), // 7
{0},
{0},
TYPE(FMT_8_8), // 10
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
TYPE(FMT_16), // 24
TYPE(FMT_16_16), // 25
TYPE(FMT_16_16_16_16), // 26
{0},
{0},
{0},
{0},
{0},
{0},
TYPE(FMT_32), // 33
TYPE(FMT_32_32), // 34
TYPE(FMT_32_32_32_32), // 35
TYPE(FMT_32_FLOAT), // 36
TYPE(FMT_32_32_FLOAT), // 37
TYPE(FMT_32_32_32_32_FLOAT), // 38
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
{0},
TYPE(FMT_32_32_32_FLOAT), // 57
#undef TYPE
};
// Disassemble.
append(" // %sFETCH:\t", sync ? "(S)" : " ");
if (vtx->pred_select) {
append(vtx->pred_condition ? "EQ" : "NE");
}
PrintDestFecth(vtx->dst_reg, vtx->dst_swiz);
append(" = R%u.", vtx->src_reg);
append("%c", chan_names[vtx->src_swiz & 0x3]);
if (fetch_types[vtx->format].name) {
append(" %s", fetch_types[vtx->format].name);
} else {
append(" TYPE(0x%x)", vtx->format);
}
append(" %s", vtx->format_comp_all ? "SIGNED" : "UNSIGNED");
if (!vtx->num_format_all) {
append(" NORMALIZED");
}
append(" STRIDE(%u)", vtx->stride);
if (vtx->offset) {
append(" OFFSET(%u)", vtx->offset);
}
append(" CONST(%u, %u)", vtx->const_index, vtx->const_index_sel);
if (1) {
// XXX
append(" src_reg_am=%u", vtx->src_reg_am);
append(" dst_reg_am=%u", vtx->dst_reg_am);
append(" num_format_all=%u", vtx->num_format_all);
append(" signed_rf_mode_all=%u", vtx->signed_rf_mode_all);
append(" exp_adjust_all=%u", vtx->exp_adjust_all);
}
append("\n");
// Translate.
append(" ");
append("r%u.xyzw", vtx->dst_reg);
append(" = float4(");
uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
// TODO(benvanik): detect xyzw = xyzw, etc.
// TODO(benvanik): detect and set as rN = float4(samp.xyz, 1.0); / etc
uint32_t component_count = GetFormatComponentCount(vtx->format);
uint32_t dst_swiz = vtx->dst_swiz;
for (int i = 0; i < 4; i++) {
if ((dst_swiz & 0x7) == 4) {
append("0.0");
} else if ((dst_swiz & 0x7) == 5) {
append("1.0");
} else if ((dst_swiz & 0x7) == 6) {
// ?
append("?");
} else if ((dst_swiz & 0x7) == 7) {
append("r%u.%c", vtx->dst_reg, chan_names[i]);
} else {
append("i.vf%u_%d.%c",
fetch_slot, vtx->offset,
chan_names[dst_swiz & 0x3]);
}
if (i < 3) {
append(", ");
}
dst_swiz >>= 3;
}
append(");\n");
return 0;
}
int D3D11ShaderTranslator::TranslateTextureFetch(const instr_fetch_tex_t* tex,
int sync) {
// Disassemble.
static const char *filter[] = {
"POINT", // TEX_FILTER_POINT
"LINEAR", // TEX_FILTER_LINEAR
"BASEMAP", // TEX_FILTER_BASEMAP
};
static const char *aniso_filter[] = {
"DISABLED", // ANISO_FILTER_DISABLED
"MAX_1_1", // ANISO_FILTER_MAX_1_1
"MAX_2_1", // ANISO_FILTER_MAX_2_1
"MAX_4_1", // ANISO_FILTER_MAX_4_1
"MAX_8_1", // ANISO_FILTER_MAX_8_1
"MAX_16_1", // ANISO_FILTER_MAX_16_1
};
static const char *arbitrary_filter[] = {
"2x4_SYM", // ARBITRARY_FILTER_2X4_SYM
"2x4_ASYM", // ARBITRARY_FILTER_2X4_ASYM
"4x2_SYM", // ARBITRARY_FILTER_4X2_SYM
"4x2_ASYM", // ARBITRARY_FILTER_4X2_ASYM
"4x4_SYM", // ARBITRARY_FILTER_4X4_SYM
"4x4_ASYM", // ARBITRARY_FILTER_4X4_ASYM
};
static const char *sample_loc[] = {
"CENTROID", // SAMPLE_CENTROID
"CENTER", // SAMPLE_CENTER
};
uint32_t src_swiz = tex->src_swiz;
append(" // %sFETCH:\t", sync ? "(S)" : " ");
if (tex->pred_select) {
append(tex->pred_condition ? "EQ" : "NE");
}
PrintDestFecth(tex->dst_reg, tex->dst_swiz);
append(" = R%u.", tex->src_reg);
for (int i = 0; i < 3; i++) {
append("%c", chan_names[src_swiz & 0x3]);
src_swiz >>= 2;
}
append(" CONST(%u)", tex->const_idx);
if (tex->fetch_valid_only) {
append(" VALID_ONLY");
}
if (tex->tx_coord_denorm) {
append(" DENORM");
}
if (tex->mag_filter != TEX_FILTER_USE_FETCH_CONST) {
append(" MAG(%s)", filter[tex->mag_filter]);
}
if (tex->min_filter != TEX_FILTER_USE_FETCH_CONST) {
append(" MIN(%s)", filter[tex->min_filter]);
}
if (tex->mip_filter != TEX_FILTER_USE_FETCH_CONST) {
append(" MIP(%s)", filter[tex->mip_filter]);
}
if (tex->aniso_filter != ANISO_FILTER_USE_FETCH_CONST) {
append(" ANISO(%s)", aniso_filter[tex->aniso_filter]);
}
if (tex->arbitrary_filter != ARBITRARY_FILTER_USE_FETCH_CONST) {
append(" ARBITRARY(%s)", arbitrary_filter[tex->arbitrary_filter]);
}
if (tex->vol_mag_filter != TEX_FILTER_USE_FETCH_CONST) {
append(" VOL_MAG(%s)", filter[tex->vol_mag_filter]);
}
if (tex->vol_min_filter != TEX_FILTER_USE_FETCH_CONST) {
append(" VOL_MIN(%s)", filter[tex->vol_min_filter]);
}
if (!tex->use_comp_lod) {
append(" LOD(%u)", tex->use_comp_lod);
append(" LOD_BIAS(%u)", tex->lod_bias);
}
if (tex->use_reg_lod) {
append(" REG_LOD(%u)", tex->use_reg_lod);
}
if (tex->use_reg_gradients) {
append(" USE_REG_GRADIENTS");
}
append(" LOCATION(%s)", sample_loc[tex->sample_location]);
if (tex->offset_x || tex->offset_y || tex->offset_z) {
append(" OFFSET(%u,%u,%u)", tex->offset_x, tex->offset_y, tex->offset_z);
}
append("\n");
int src_component_count = 0;
switch (tex->dimension) {
case DIMENSION_1D:
src_component_count = 1;
break;
default:
case DIMENSION_2D:
src_component_count = 2;
break;
case DIMENSION_3D:
src_component_count = 3;
break;
case DIMENSION_CUBE:
src_component_count = 3;
break;
}
// Translate.
append(" ");
append("r%u.xyzw", tex->dst_reg);
append(" = ");
append(
"x_texture_%d.Sample(x_sampler_%d, r%u.",
tex->const_idx,
tex_fetch_index_++, // hacky way to line up to tex buffers
tex->src_reg);
src_swiz = tex->src_swiz;
for (int i = 0; i < src_component_count; i++) {
append("%c", chan_names[src_swiz & 0x3]);
src_swiz >>= 2;
}
append(").");
// Pass one over dest does xyzw and fakes the special values.
// TODO(benvanik): detect and set as rN = float4(samp.xyz, 1.0); / etc
uint32_t dst_swiz = tex->dst_swiz;
for (int i = 0; i < 4; i++) {
append("%c", chan_names[dst_swiz & 0x3]);
dst_swiz >>= 3;
}
append(";\n");
// Do another pass to set constant values.
dst_swiz = tex->dst_swiz;
for (int i = 0; i < 4; i++) {
if ((dst_swiz & 0x7) == 4) {
append(" r%u.%c = 0.0;\n", tex->dst_reg, chan_names[i]);
} else if ((dst_swiz & 0x7) == 5) {
append(" r%u.%c = 1.0;\n", tex->dst_reg, chan_names[i]);
}
dst_swiz >>= 3;
}
return 0;
}