Files
Xenia-Canary/src/xenia/gpu/dxbc_shader_translator_alu.cc
2019-01-12 13:07:45 +03:00

2445 lines
111 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 "third_party/dxbc/d3d12TokenizedProgramFormat.hpp"
#include "xenia/base/assert.h"
namespace xe {
namespace gpu {
using namespace ucode;
void DxbcShaderTranslator::ProcessVectorAluInstruction(
const ParsedAluInstruction& instr) {
if (FLAGS_dxbc_source_map) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
// Will be emitted by UpdateInstructionPredication.
}
UpdateInstructionPredication(instr.is_predicated, instr.predicate_condition,
true);
// Whether the instruction has changed the predicate and it needs to be
// checked again later.
bool predicate_written = false;
// Whether the result is only in X and all components should be remapped to X
// while storing.
bool replicate_result = false;
// A small shortcut, operands of cube are the same, but swizzled.
uint32_t operand_count;
if (instr.vector_opcode == AluVectorOpcode::kCube) {
operand_count = 1;
} else {
operand_count = uint32_t(instr.operand_count);
}
DxbcSourceOperand dxbc_operands[3];
// Whether the operand is the same as any previous operand, and thus is loaded
// only once.
bool operands_duplicate[3] = {};
uint32_t operand_length_sums[3];
for (uint32_t i = 0; i < operand_count; ++i) {
const InstructionOperand& operand = instr.operands[i];
for (uint32_t j = 0; j < i; ++j) {
if (operand == instr.operands[j]) {
operands_duplicate[i] = true;
dxbc_operands[i] = dxbc_operands[j];
break;
}
}
if (!operands_duplicate[i]) {
LoadDxbcSourceOperand(operand, dxbc_operands[i]);
}
operand_length_sums[i] = DxbcSourceOperandLength(dxbc_operands[i]);
if (i != 0) {
operand_length_sums[i] += operand_length_sums[i - 1];
}
}
// So the same code can be used for instructions with the same format.
static const uint32_t kCoreOpcodes[] = {
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_MUL,
D3D10_SB_OPCODE_MAX,
D3D10_SB_OPCODE_MIN,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_GE,
D3D10_SB_OPCODE_NE,
D3D10_SB_OPCODE_FRC,
D3D10_SB_OPCODE_ROUND_Z,
D3D10_SB_OPCODE_ROUND_NI,
D3D10_SB_OPCODE_MAD,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_GE,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_DP4,
D3D10_SB_OPCODE_DP3,
D3D10_SB_OPCODE_DP2,
0,
0,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_NE,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_GE,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_GE,
D3D10_SB_OPCODE_NE,
0,
D3D10_SB_OPCODE_MAX,
};
switch (instr.vector_opcode) {
case AluVectorOpcode::kAdd:
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluVectorOpcode::kMul: {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
++stat_.instruction_count;
++stat_.float_instruction_count;
if (!instr.operands[0].EqualsAbsolute(instr.operands[1])) {
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0),
// flushing denormals (must be done using eq - doing bitwise comparison
// doesn't flush denormals).
// With Shader Model 4 behavior, Halo 3 has a significant portion of the
// image missing because rcp(0) is multiplied by 0, which results in NaN
// rather than 0.
uint32_t is_subnormal_temp = PushSystemTemp();
// Get the non-NaN multiplicand closer to zero to check if any of them
// is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + DxbcSourceOperandLength(dxbc_operands[0], false, true) +
DxbcSourceOperandLength(dxbc_operands[1], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if any multiplicand is zero (min isn't required to flush
// denormals in the result).
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Zero the result if any multiplicand is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release is_subnormal_temp.
PopSystemTemp();
}
} break;
case AluVectorOpcode::kMax:
case AluVectorOpcode::kMin:
// max is commonly used as mov.
if (operands_duplicate[1]) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
++stat_.instruction_count;
++stat_.mov_instruction_count;
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
break;
case AluVectorOpcode::kSeq:
case AluVectorOpcode::kSgt:
case AluVectorOpcode::kSge:
case AluVectorOpcode::kSne:
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
if (instr.vector_opcode == AluVectorOpcode::kSgt) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[1]);
UseDxbcSourceOperand(dxbc_operands[0]);
} else {
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert 0xFFFFFFFF to 1.0f.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(0x3F800000);
shader_code_.push_back(0x3F800000);
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
break;
case AluVectorOpcode::kFrc:
case AluVectorOpcode::kTrunc:
case AluVectorOpcode::kFloor:
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluVectorOpcode::kMad: {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[2]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
UseDxbcSourceOperand(dxbc_operands[2]);
++stat_.instruction_count;
++stat_.float_instruction_count;
if (!instr.operands[0].EqualsAbsolute(instr.operands[1])) {
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
// If any operand is zero or denormalized, just leave the addition part.
uint32_t is_subnormal_temp = PushSystemTemp();
// Get the non-NaN multiplicand closer to zero to check if any of them
// is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + DxbcSourceOperandLength(dxbc_operands[0], false, true) +
DxbcSourceOperandLength(dxbc_operands[1], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 4, false, true);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 4, false, true);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if any multiplicand is zero (min isn't required to flush
// denormals in the result).
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Zero the multiplication part if any multiplicand is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
7 + DxbcSourceOperandLength(dxbc_operands[2])));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[2]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release is_subnormal_temp.
PopSystemTemp();
}
} break;
// Using true eq to compare with zero because it handles denormals and -0.
case AluVectorOpcode::kCndEq:
case AluVectorOpcode::kCndGe:
case AluVectorOpcode::kCndGt:
// dest = src0 op 0.0 ? src1 : src2
// Compare src0 to zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
8 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
if (instr.vector_opcode != AluVectorOpcode::kCndGt) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[0]);
}
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
if (instr.vector_opcode == AluVectorOpcode::kCndGt) {
UseDxbcSourceOperand(dxbc_operands[0]);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// Select src1 or src2.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
5 + operand_length_sums[2] - operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[1]);
UseDxbcSourceOperand(dxbc_operands[2]);
++stat_.instruction_count;
++stat_.movc_instruction_count;
break;
case AluVectorOpcode::kDp4:
case AluVectorOpcode::kDp3:
case AluVectorOpcode::kDp2Add: {
if (instr.operands[0].EqualsAbsolute(instr.operands[1])) {
// The operands are the same when calculating vector length, no need to
// emulate 0 * anything = 0 in this case.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
++stat_.instruction_count;
++stat_.float_instruction_count;
} else {
uint32_t operand_mask;
if (instr.vector_opcode == AluVectorOpcode::kDp2Add) {
operand_mask = 0b0011;
} else if (instr.vector_opcode == AluVectorOpcode::kDp3) {
operand_mask = 0b0111;
} else {
operand_mask = 0b1111;
}
// Load the operands into pv and a temp register, zeroing if the other
// operand is zero or denormalized, reproducing the Shader Model 3
// multiplication behavior (0 * anything = 0).
uint32_t src1_temp = PushSystemTemp();
// Load the first operand into pv.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
8 + DxbcSourceOperandLength(dxbc_operands[1])));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, operand_mask, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[1]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
10 + operand_length_sums[0]));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, operand_mask, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
UseDxbcSourceOperand(dxbc_operands[0]);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Load the second operand into src1_temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
8 + operand_length_sums[0]));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, operand_mask, 1));
shader_code_.push_back(src1_temp);
UseDxbcSourceOperand(dxbc_operands[0]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
10 + DxbcSourceOperandLength(dxbc_operands[1])));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, operand_mask, 1));
shader_code_.push_back(src1_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(src1_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
UseDxbcSourceOperand(dxbc_operands[1]);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Calculate the dot product.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(src1_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Release src1_temp.
PopSystemTemp();
}
// Add src2.x for dp2add.
if (instr.vector_opcode == AluVectorOpcode::kDp2Add) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
5 + DxbcSourceOperandLength(dxbc_operands[2])));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[2], kSwizzleXXXX);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
break;
}
case AluVectorOpcode::kCube: {
// 3D cubemap direction -> (T, S, 2.0 * major axis, face ID).
// src0 is the direction swizzled as .zzxy, src1 is the same direction as
// .yxzz, but we don't need it.
//
// If the major axis is X (X >= Y && X >= Z):
// * T is -Y.
// * S is -Z for positive X, +Z for negative X.
// * Face is 0 for positive X, 1 for negative X.
// Otherwise, if the major axis is Y (Y >= Z):
// * T is +Z for positive Y, -Z for negative Y.
// * S is +X.
// * Face is 2 for positive Y, 3 for negative Y.
// Otherwise, if the major axis is Z:
// * T is -Y.
// * S is +X for positive Z, -X for negative Z.
// * Face is 4 for positive Z, 5 for negative Z.
// For making swizzle masks when using src0.
const uint32_t cube_src0_x = 2;
const uint32_t cube_src0_y = 3;
const uint32_t cube_src0_z = 1;
// Used for various masks, as 0xFFFFFFFF/0, 2.0/0.0.
uint32_t cube_mask_temp = PushSystemTemp();
// 1) Choose which axis is the major one - resulting in (0xFFFFFFFF, 0, 0)
// for X major axis, (0, 0xFFFFFFFF, 0) for Y, (0, 0, 0xFFFFFFFF) for Z.
// Mask = (X >= Y, Y >= Z, Z >= Z, X >= Z), let's hope nothing passes NaN
// in Z.
// ge mask, |src.xyzx|, |src.yzzz|
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_GE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + 2 * DxbcSourceOperandLength(dxbc_operands[0], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(cube_mask_temp);
UseDxbcSourceOperand(dxbc_operands[0],
cube_src0_x | (cube_src0_y << 2) |
(cube_src0_z << 4) | (cube_src0_x << 6),
4, false, true);
UseDxbcSourceOperand(dxbc_operands[0],
cube_src0_y | (cube_src0_z << 2) |
(cube_src0_z << 4) | (cube_src0_z << 6),
4, false, true);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Mask = (X >= Y && X >= Z, Y >= Z, Z >= Z, unused).
// and mask.x, mask.x, mask.w
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(cube_mask_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// If X is MA, Y and Z can't be MA.
// movc mask._yz_, mask._xx_, l(_, 0, 0, _), mask._yz_
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0110, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(cube_mask_temp);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// If Y is MA, Z can't be MA.
// movc mask.z, mask.y, l(0), mask.z
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(cube_mask_temp);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// 2) Get T and S as if the major axis was positive (sign changing for
// negative major axis will be done later).
uint32_t minus_src0_length =
DxbcSourceOperandLength(dxbc_operands[0], true);
// T is +Z if Y is major, -Y otherwise.
// movc pv.x, mask.y, src.z, -src.y
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
5 + operand_length_sums[0] + minus_src0_length));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(cube_mask_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, cube_src0_z);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, cube_src0_y, true);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// S is -Z if X is major, +X otherwise.
// movc pv.y, mask.x, -src.z, src.x
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + minus_src0_length +
operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(cube_mask_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, cube_src0_z, true);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, cube_src0_x);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// 3) Get 2.0 * major axis.
// Convert the mask to float and double it (because we need 2 * MA).
// and mask.xyz_, mask.xyz_, l(0x40000000, 0x40000000, 0x40000000, _)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0x40000000);
shader_code_.push_back(0x40000000);
shader_code_.push_back(0x40000000);
shader_code_.push_back(0x40000000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Select 2.0 * needed component (mask always has 2.0 in one component and
// 0.0 in the rest).
// dp3 pv.__z_, src.xyz_, mask.xyz_
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DP3) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
5 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0], cube_src0_x | (cube_src0_y << 2) |
(cube_src0_z << 4));
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(cube_mask_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
// 4) Check whether the major axis is negative and get the face index.
// Test if the major axis is negative.
// lt mask.w, pv.z, l(0.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert the negative mask to float the same way (multiplied by 2)
// because it will be used in bitwise operations with other mask
// components.
// and mask.w, mask.w, l(0x40000000)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x40000000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get the face index. If major axis is X, it's 0, if it's Y, it's 2, if
// Z, it's 4, but also, being negative also adds 1 to the index. Since YZW
// of the mask contain 2.0 for whether YZ are the major axis and the major
// axis is negative, the factor is divided by 2.
// dp3 pv.___w, mask.yzw_, l(1.0, 2.0, 0.5, _)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DP3) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b11111001, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(0x40000000);
shader_code_.push_back(0x3F000000);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// 5) Flip axes if the major axis is negative - if major axis is Y, flip
// T, otherwise flip S.
// S needs to flipped if the major axis is X or Z, so make an X || Z mask.
// or mask.x, mask.x, mask.z
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(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(cube_mask_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Don't flip anything if the major axis is positive (AND 2.0 and 2.0 if
// it's negative).
// and mask.xy__, mask.xy__, mask.ww__
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(cube_mask_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Flip T or S.
// movc pv.xy__, mask.yx__, -pv.xy__, pv.xy__
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b11100001, 1));
shader_code_.push_back(cube_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(
D3D10_SB_OPERAND_MODIFIER_NEG));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// 6) Move T and S to the proper coordinate system.
// Subtract abs(2.0 * major axis) from T and S.
// add pv.xy__, pv.xy__, -|pv.zz__|
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(
D3D10_SB_OPERAND_MODIFIER_ABSNEG));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Release cube_mask_temp.
PopSystemTemp();
} break;
case AluVectorOpcode::kMax4:
replicate_result = true;
// pv.xy = max(src0.xy, src0.zw)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + 2 * operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[0], 0b01001110);
++stat_.instruction_count;
++stat_.float_instruction_count;
// pv.x = max(pv.x, pv.y)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluVectorOpcode::kSetpEqPush:
case AluVectorOpcode::kSetpNePush:
case AluVectorOpcode::kSetpGtPush:
case AluVectorOpcode::kSetpGePush:
predicate_written = true;
replicate_result = true;
// pv.xy = (src0.x == 0.0, src0.w == 0.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
8 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0], 0b11001100);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// pv.zw = (src1.x op 0.0, src1.w op 0.0)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
8 + DxbcSourceOperandLength(dxbc_operands[1])));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_pv_);
if (instr.vector_opcode != AluVectorOpcode::kSetpGtPush) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[1], 0b11000000);
}
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
shader_code_.push_back(0);
if (instr.vector_opcode == AluVectorOpcode::kSetpGtPush) {
UseDxbcSourceOperand(dxbc_operands[1], 0b11000000);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// p0 = src0.w == 0.0 && src1.w op 0.0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// pv.x = src0.x == 0.0 && src1.x op 0.0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// pv.x = (src0.x == 0.0 && src1.x op 0.0) ? -1.0 : src0.x
// (1.0 is going to be added, thus -1.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
7 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xBF800000u);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// pv.x += 1.0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluVectorOpcode::kKillEq:
case AluVectorOpcode::kKillGt:
case AluVectorOpcode::kKillGe:
case AluVectorOpcode::kKillNe:
replicate_result = true;
// pv = src0 op src1
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.vector_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
if (instr.vector_opcode == AluVectorOpcode::kKillGt) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[1]);
UseDxbcSourceOperand(dxbc_operands[0]);
} else {
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// pv = any(src0 op src1)
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, 0b0011, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b01001110, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert 0xFFFFFFFF to 1.0f.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Discard.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
break;
case AluVectorOpcode::kDst: {
// Not shortening so there are no write-read dependencies and less scalar
// operations.
// pv.x = 1.0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// pv.y = src0.y * src1.y
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
if (!instr.operands[0].EqualsAbsolute(instr.operands[1])) {
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
// This is an attenuation calculation function, so infinity is probably
// not very unlikely.
uint32_t is_subnormal_temp = PushSystemTemp();
// Get the non-NaN multiplicand closer to zero to check if any of them
// is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + DxbcSourceOperandLength(dxbc_operands[0], false, true) +
DxbcSourceOperandLength(dxbc_operands[1], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1, false, true);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 1, false, true);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if any multiplicand is zero (min isn't required to flush
// denormals in the result).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Set pv.y to zero if any multiplicand is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release is_subnormal_temp.
PopSystemTemp();
}
// pv.z = src0.z
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 2);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// pv.w = src1.w
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + DxbcSourceOperandLength(dxbc_operands[1])));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 3);
++stat_.instruction_count;
++stat_.mov_instruction_count;
} break;
case AluVectorOpcode::kMaxA:
// The `a0 = int(clamp(floor(src0.w + 0.5), -256.0, 255.0))` part.
//
// Using specifically floor(src0.w + 0.5) rather than round(src0.w)
// because the R600 ISA reference and MSDN say so - this makes a
// difference at 0.5 because round_ni rounds to the nearest even.
// There's one deviation from the R600 specification though - the value is
// clamped to 255 rather than set to -256 if it's over 255. We don't know
// yet which is the correct - the mova_int description, for example, says
// "clamp" explicitly. MSDN, however, says the value should actually be
// clamped.
// http://web.archive.org/web/20100705151335/http://msdn.microsoft.com:80/en-us/library/bb313931.aspx
//
// pv.x (temporary) = src0.w + 0.5
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
5 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 3);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F000000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// pv.x = floor(src0.w + 0.5)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NI) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// pv.x = max(floor(src0.w + 0.5), -256.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xC3800000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// pv.x = clamp(floor(src0.w + 0.5), -256.0, 255.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
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_pv_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x437F0000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// a0 = int(clamp(floor(src0.w + 0.5), -256.0, 255.0))
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_pv_);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// The `pv = max(src0, src1)` part.
if (operands_duplicate[1]) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
++stat_.instruction_count;
++stat_.mov_instruction_count;
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_length_sums[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temp_pv_);
UseDxbcSourceOperand(dxbc_operands[0]);
UseDxbcSourceOperand(dxbc_operands[1]);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
break;
default:
assert_always();
// Unknown instruction - don't modify pv.
break;
}
for (uint32_t i = 0; i < operand_count; ++i) {
uint32_t operand_index = operand_count - 1 - i;
if (!operands_duplicate[operand_index]) {
UnloadDxbcSourceOperand(dxbc_operands[operand_index]);
}
}
StoreResult(instr.result, system_temp_pv_, replicate_result,
instr.GetMemExportStreamConstant() != UINT32_MAX);
if (predicate_written) {
cf_exec_predicate_written_ = true;
CloseInstructionPredication();
}
}
void DxbcShaderTranslator::ProcessScalarAluInstruction(
const ParsedAluInstruction& instr) {
if (FLAGS_dxbc_source_map) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
// Will be emitted by UpdateInstructionPredication.
}
UpdateInstructionPredication(instr.is_predicated, instr.predicate_condition,
true);
// Whether the instruction has changed the predicate and it needs to be
// checked again later.
bool predicate_written = false;
DxbcSourceOperand dxbc_operands[3];
// Whether the operand is the same as any previous operand, and thus is loaded
// only once.
bool operands_duplicate[3] = {};
uint32_t operand_lengths[3];
for (uint32_t i = 0; i < uint32_t(instr.operand_count); ++i) {
const InstructionOperand& operand = instr.operands[i];
for (uint32_t j = 0; j < i; ++j) {
if (operand == instr.operands[j]) {
operands_duplicate[i] = true;
dxbc_operands[i] = dxbc_operands[j];
break;
}
}
if (!operands_duplicate[i]) {
LoadDxbcSourceOperand(operand, dxbc_operands[i]);
}
operand_lengths[i] = DxbcSourceOperandLength(dxbc_operands[i]);
}
// So the same code can be used for instructions with the same format.
static const uint32_t kCoreOpcodes[] = {
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_MUL,
D3D10_SB_OPCODE_MUL,
D3D10_SB_OPCODE_MUL,
D3D10_SB_OPCODE_MAX,
D3D10_SB_OPCODE_MIN,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_GE,
D3D10_SB_OPCODE_NE,
D3D10_SB_OPCODE_FRC,
D3D10_SB_OPCODE_ROUND_Z,
D3D10_SB_OPCODE_ROUND_NI,
D3D10_SB_OPCODE_EXP,
D3D10_SB_OPCODE_LOG,
D3D10_SB_OPCODE_LOG,
D3D11_SB_OPCODE_RCP,
D3D11_SB_OPCODE_RCP,
D3D11_SB_OPCODE_RCP,
D3D10_SB_OPCODE_RSQ,
D3D10_SB_OPCODE_RSQ,
D3D10_SB_OPCODE_RSQ,
D3D10_SB_OPCODE_MAX,
D3D10_SB_OPCODE_MAX,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_NE,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_GE,
0,
0,
0,
0,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_LT,
D3D10_SB_OPCODE_GE,
D3D10_SB_OPCODE_NE,
D3D10_SB_OPCODE_EQ,
D3D10_SB_OPCODE_SQRT,
0,
D3D10_SB_OPCODE_MUL,
D3D10_SB_OPCODE_MUL,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_ADD,
D3D10_SB_OPCODE_SINCOS,
D3D10_SB_OPCODE_SINCOS,
};
switch (instr.scalar_opcode) {
case AluScalarOpcode::kAdds:
case AluScalarOpcode::kSubs: {
bool subtract = instr.scalar_opcode == AluScalarOpcode::kSubs;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_lengths[0] +
DxbcSourceOperandLength(dxbc_operands[0], subtract)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1, subtract);
++stat_.instruction_count;
++stat_.float_instruction_count;
} break;
case AluScalarOpcode::kAddsPrev:
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kMuls: {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + 2 * operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
if (instr.operands[0].components[0] != instr.operands[0].components[1]) {
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
uint32_t is_subnormal_temp = PushSystemTemp();
// Get the non-NaN multiplicand closer to zero to check if any of them
// is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 +
2 * DxbcSourceOperandLength(dxbc_operands[0], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0, false, true);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1, false, true);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if any multiplicand is zero (min isn't required to flush
// denormals in the result).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Zero the result if any multiplicand is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release is_subnormal_temp.
PopSystemTemp();
}
} break;
case AluScalarOpcode::kMulsPrev: {
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
uint32_t is_subnormal_temp = PushSystemTemp();
// Get the non-NaN multiplicand closer to zero to check if any of them is
// zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
6 + DxbcSourceOperandLength(dxbc_operands[0], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0, false, true);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(
D3D10_SB_OPERAND_MODIFIER_ABS));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Do the multiplication.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if any multiplicand is zero (min isn't required to flush
// denormals in the result).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Zero the result if any multiplicand is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release is_subnormal_temp.
PopSystemTemp();
} break;
case AluScalarOpcode::kMulsPrev2: {
// Implemented like MUL_LIT in the R600 ISA documentation, where src0 is
// src0.x, src1 is ps, and src2 is src0.y.
// Check if -FLT_MAX needs to be written - if any of the following
// checks pass.
uint32_t minus_max_mask = PushSystemTemp();
// ps == -FLT_MAX || ps == -Infinity (as ps <= -FLT_MAX)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_GE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xFF7FFFFFu);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// isnan(ps)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// src0.y <= 0.0
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_GE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// isnan(src0.y)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + 2 * operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(minus_max_mask);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// minus_max_mask = any(minus_max_mask)
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, 0b0011, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b01001110, 1));
shader_code_.push_back(minus_max_mask);
++stat_.instruction_count;
++stat_.uint_instruction_count;
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(minus_max_mask);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(minus_max_mask);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Calculate the product for the regular path of the instruction.
// ps = src0.x * ps
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Write -FLT_MAX if needed.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(minus_max_mask);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xFF7FFFFFu);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release minus_max_mask.
PopSystemTemp();
} break;
case AluScalarOpcode::kMaxs:
case AluScalarOpcode::kMins: {
// max is commonly used as mov.
if (instr.operands[0].components[0] == instr.operands[0].components[1]) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 +
operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + 2 * operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
} break;
case AluScalarOpcode::kSeqs:
case AluScalarOpcode::kSgts:
case AluScalarOpcode::kSges:
case AluScalarOpcode::kSnes:
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
if (instr.scalar_opcode != AluScalarOpcode::kSgts) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
}
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
if (instr.scalar_opcode == AluScalarOpcode::kSgts) {
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert 0xFFFFFFFF to 1.0f.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
break;
case AluScalarOpcode::kFrcs:
case AluScalarOpcode::kTruncs:
case AluScalarOpcode::kFloors:
case AluScalarOpcode::kExp:
case AluScalarOpcode::kLog:
case AluScalarOpcode::kRcp:
case AluScalarOpcode::kRsq:
case AluScalarOpcode::kSqrt:
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kLogc:
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LOG) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Clamp -Infinity to -FLT_MAX.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xFF7FFFFFu);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kRcpc:
case AluScalarOpcode::kRsqc:
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Clamp -Infinity to -FLT_MAX.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xFF7FFFFFu);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Clamp +Infinity to +FLT_MAX.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x7F7FFFFFu);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kRcpf:
case AluScalarOpcode::kRsqf: {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Change Infinity to positive or negative zero (the sign of zero has
// effect on some instructions, such as rcp itself).
uint32_t isinf_and_sign = PushSystemTemp();
// Separate the value into the magnitude and the sign bit.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(isinf_and_sign);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0x7FFFFFFFu);
shader_code_.push_back(0x80000000u);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the magnitude is infinite.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(isinf_and_sign);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(isinf_and_sign);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x7F800000u);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Zero ps if the magnitude is infinite (the signed zero is already in Y
// of isinf_and_sign).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(isinf_and_sign);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(isinf_and_sign);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release isinf_and_sign.
PopSystemTemp();
} break;
case AluScalarOpcode::kMaxAs:
case AluScalarOpcode::kMaxAsf:
// The `a0 = int(clamp(round(src0.x), -256.0, 255.0))` part.
//
// See AluVectorOpcode::kMaxA handling for details regarding rounding and
// clamping.
//
// a0 = round(src0.x) (towards the nearest integer via floor(src0.x + 0.5)
// for maxas and towards -Infinity for maxasf).
if (instr.scalar_opcode == AluScalarOpcode::kMaxAs) {
// a0 = src0.x + 0.5
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 +
operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F000000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// a0 = floor(src0.x + 0.5)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
} else {
// a0 = floor(src0.x)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 +
operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// a0 = max(round(src0.x), -256.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xC3800000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// a0 = clamp(round(src0.x), -256.0, 255.0)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x437F0000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// a0 = int(clamp(floor(src0.x + 0.5), -256.0, 255.0))
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// The `ps = max(src0.x, src0.y)` part.
if (instr.operands[0].components[0] == instr.operands[0].components[1]) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 +
operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + 2 * operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
break;
case AluScalarOpcode::kSubsPrev:
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1) |
ENCODE_D3D10_SB_OPERAND_EXTENDED(1));
shader_code_.push_back(ENCODE_D3D10_SB_EXTENDED_OPERAND_MODIFIER(
D3D10_SB_OPERAND_MODIFIER_NEG));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kSetpEq:
case AluScalarOpcode::kSetpNe:
case AluScalarOpcode::kSetpGt:
case AluScalarOpcode::kSetpGe:
predicate_written = true;
// Set p0 to whether the comparison with zero passes.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
if (instr.scalar_opcode != AluScalarOpcode::kSetpGt) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
}
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
if (instr.scalar_opcode == AluScalarOpcode::kSetpGt) {
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// Set ps to 0.0 if the comparison passes or to 1.0 if it fails.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.movc_instruction_count;
break;
case AluScalarOpcode::kSetpInv:
predicate_written = true;
// Compare src0 to 0.0 (taking denormals into account, for instance) to
// know what to set ps to in case src0 is not 1.0.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Assuming src0 is not 1.0 (this case will be handled later), set ps to
// src0, except when it's zero - in this case, set ps to 1.0.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Set p0 to whether src0 is 1.0.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.float_instruction_count;
// If src0 is 1.0, set ps to zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
break;
case AluScalarOpcode::kSetpPop:
predicate_written = true;
// ps = src0 - 1.0
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xBF800000u);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Set p0 to whether (src0 - 1.0) is 0.0 or smaller.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_GE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// If (src0 - 1.0) is 0.0 or smaller, set ps to 0.0 (already has
// (src0 - 1.0), so clamping to zero is enough).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kSetpClr:
predicate_written = true;
// ps = FLT_MAX
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x7F7FFFFF);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// p0 = false
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
break;
case AluScalarOpcode::kSetpRstr:
predicate_written = true;
// Copy src0 to ps.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Set p0 to whether src0 is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
break;
case AluScalarOpcode::kKillsEq:
case AluScalarOpcode::kKillsGt:
case AluScalarOpcode::kKillsGe:
case AluScalarOpcode::kKillsNe:
case AluScalarOpcode::kKillsOne:
// ps = src0.x op 0.0 (or src0.x == 1.0 for kills_one)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5 + operand_lengths[0]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
if (instr.scalar_opcode != AluScalarOpcode::kKillsGt) {
// lt in DXBC, not gt.
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
}
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
instr.scalar_opcode == AluScalarOpcode::kKillsOne ? 0x3F800000 : 0);
if (instr.scalar_opcode == AluScalarOpcode::kKillsGt) {
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert 0xFFFFFFFF to 1.0f.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Discard.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
break;
case AluScalarOpcode::kMulsc0:
case AluScalarOpcode::kMulsc1: {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_lengths[0] + operand_lengths[1]));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
if (!instr.operands[0].EqualsAbsolute(instr.operands[1])) {
// Reproduce Shader Model 3 multiplication behavior (0 * anything = 0).
uint32_t is_subnormal_temp = PushSystemTemp();
// Get the non-NaN multiplicand closer to zero to check if any of them
// is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + DxbcSourceOperandLength(dxbc_operands[0], false, true) +
DxbcSourceOperandLength(dxbc_operands[1], false, true)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0, false, true);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 0, false, true);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if any multiplicand is zero (min isn't required to flush
// denormals in the result).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_EQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Zero the result if any multiplicand is zero.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(is_subnormal_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Release is_subnormal_temp.
PopSystemTemp();
}
} break;
case AluScalarOpcode::kAddsc0:
case AluScalarOpcode::kAddsc1:
case AluScalarOpcode::kSubsc0:
case AluScalarOpcode::kSubsc1: {
bool subtract = instr.scalar_opcode == AluScalarOpcode::kSubsc0 ||
instr.scalar_opcode == AluScalarOpcode::kSubsc1;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(
kCoreOpcodes[uint32_t(instr.scalar_opcode)]) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + operand_lengths[0] +
DxbcSourceOperandLength(dxbc_operands[1], subtract)));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
UseDxbcSourceOperand(dxbc_operands[1], kSwizzleXYZW, 0, subtract);
++stat_.instruction_count;
++stat_.float_instruction_count;
} break;
case AluScalarOpcode::kSin:
case AluScalarOpcode::kCos: {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SINCOS) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4 + operand_lengths[0]));
// sincos ps, null, src0.x for sin
// sincos null, ps, src0.x for cos
if (instr.scalar_opcode != AluScalarOpcode::kSin) {
shader_code_.push_back(
EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_NULL, 0));
}
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_ps_pc_p0_a0_);
if (instr.scalar_opcode != AluScalarOpcode::kCos) {
shader_code_.push_back(
EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_NULL, 0));
}
UseDxbcSourceOperand(dxbc_operands[0], kSwizzleXYZW, 0);
++stat_.instruction_count;
++stat_.float_instruction_count;
} break;
default:
// May be retain_prev, in this case the current ps should be written, or
// something invalid that's better to ignore.
assert_true(instr.scalar_opcode == AluScalarOpcode::kRetainPrev);
break;
}
for (uint32_t i = 0; i < uint32_t(instr.operand_count); ++i) {
UnloadDxbcSourceOperand(dxbc_operands[instr.operand_count - 1 - i]);
}
StoreResult(instr.result, system_temp_ps_pc_p0_a0_, true);
if (predicate_written) {
cf_exec_predicate_written_ = true;
CloseInstructionPredication();
}
}
void DxbcShaderTranslator::ProcessAluInstruction(
const ParsedAluInstruction& instr) {
switch (instr.type) {
case ParsedAluInstruction::Type::kNop:
break;
case ParsedAluInstruction::Type::kVector:
ProcessVectorAluInstruction(instr);
break;
case ParsedAluInstruction::Type::kScalar:
ProcessScalarAluInstruction(instr);
break;
}
}
} // namespace gpu
} // namespace xe