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

8143 lines
374 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/math.h"
namespace xe {
namespace gpu {
using namespace ucode;
void DxbcShaderTranslator::ROV_GetColorFormatSystemConstants(
ColorRenderTargetFormat format, uint32_t write_mask, float& clamp_rgb_low,
float& clamp_alpha_low, float& clamp_rgb_high, float& clamp_alpha_high,
uint32_t& keep_mask_low, uint32_t& keep_mask_high) {
keep_mask_low = keep_mask_high = 0;
switch (format) {
case ColorRenderTargetFormat::k_8_8_8_8:
case ColorRenderTargetFormat::k_8_8_8_8_GAMMA: {
clamp_rgb_low = clamp_alpha_low = 0.0f;
clamp_rgb_high = clamp_alpha_high = 1.0f;
for (uint32_t i = 0; i < 4; ++i) {
if (!(write_mask & (1 << i))) {
keep_mask_low |= uint32_t(0xFF) << (i * 8);
}
}
} break;
case ColorRenderTargetFormat::k_2_10_10_10:
case ColorRenderTargetFormat::k_2_10_10_10_AS_10_10_10_10: {
clamp_rgb_low = clamp_alpha_low = 0.0f;
clamp_rgb_high = clamp_alpha_high = 1.0f;
for (uint32_t i = 0; i < 3; ++i) {
if (!(write_mask & (1 << i))) {
keep_mask_low |= uint32_t(0x3FF) << (i * 10);
}
}
if (!(write_mask & 0b1000)) {
keep_mask_low |= uint32_t(3) << 30;
}
} break;
case ColorRenderTargetFormat::k_2_10_10_10_FLOAT:
case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_AS_16_16_16_16: {
clamp_rgb_low = clamp_alpha_low = 0.0f;
clamp_rgb_high = 31.875f;
clamp_alpha_high = 1.0f;
for (uint32_t i = 0; i < 3; ++i) {
if (!(write_mask & (1 << i))) {
keep_mask_low |= uint32_t(0x3FF) << (i * 10);
}
}
if (!(write_mask & 0b1000)) {
keep_mask_low |= uint32_t(3) << 30;
}
} break;
case ColorRenderTargetFormat::k_16_16:
case ColorRenderTargetFormat::k_16_16_16_16:
// Alpha clamping affects blending source, so it's non-zero for alpha for
// k_16_16 (the render target is fixed-point).
clamp_rgb_low = clamp_alpha_low = -32.0f;
clamp_rgb_high = clamp_alpha_high = 32.0f;
if (!(write_mask & 0b0001)) {
keep_mask_low |= 0xFFFFu;
}
if (!(write_mask & 0b0010)) {
keep_mask_low |= 0xFFFF0000u;
}
if (format == ColorRenderTargetFormat::k_16_16_16_16) {
if (!(write_mask & 0b0100)) {
keep_mask_high |= 0xFFFFu;
}
if (!(write_mask & 0b1000)) {
keep_mask_high |= 0xFFFF0000u;
}
} else {
write_mask &= 0b0011;
}
break;
case ColorRenderTargetFormat::k_16_16_FLOAT:
case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
// No NaNs on the Xbox 360 GPU, though can't use the extended range with
// f32tof16.
clamp_rgb_low = clamp_alpha_low = -65504.0f;
clamp_rgb_high = clamp_alpha_high = 65504.0f;
if (!(write_mask & 0b0001)) {
keep_mask_low |= 0xFFFFu;
}
if (!(write_mask & 0b0010)) {
keep_mask_low |= 0xFFFF0000u;
}
if (format == ColorRenderTargetFormat::k_16_16_16_16_FLOAT) {
if (!(write_mask & 0b0100)) {
keep_mask_high |= 0xFFFFu;
}
if (!(write_mask & 0b1000)) {
keep_mask_high |= 0xFFFF0000u;
}
} else {
write_mask &= 0b0011;
}
break;
case ColorRenderTargetFormat::k_32_FLOAT:
// No clamping - let min/max always pick the original value.
clamp_rgb_low = clamp_alpha_low = clamp_rgb_high = clamp_alpha_high =
std::nanf("");
write_mask &= 0b0001;
if (!(write_mask & 0b0001)) {
keep_mask_low = ~uint32_t(0);
}
break;
case ColorRenderTargetFormat::k_32_32_FLOAT:
// No clamping - let min/max always pick the original value.
clamp_rgb_low = clamp_alpha_low = clamp_rgb_high = clamp_alpha_high =
std::nanf("");
write_mask &= 0b0011;
if (!(write_mask & 0b0001)) {
keep_mask_low = ~uint32_t(0);
}
if (!(write_mask & 0b0010)) {
keep_mask_high = ~uint32_t(0);
}
break;
default:
assert_unhandled_case(format);
// Disable invalid render targets.
write_mask = 0;
break;
}
// Special case handled in the shaders for empty write mask to completely skip
// a disabled render target: all keep bits are set.
if (!write_mask) {
keep_mask_low = keep_mask_high = ~uint32_t(0);
}
}
void DxbcShaderTranslator::StartPixelShader_LoadROVParameters() {
bool color_targets_written = writes_any_color_target();
// ***************************************************************************
// Get EDRAM offsets for the pixel:
// system_temp_rov_params_.y - for depth (absolute).
// system_temp_rov_params_.z - for 32bpp color (base-relative).
// system_temp_rov_params_.w - for 64bpp color (base-relative).
// ***************************************************************************
// Extract the resolution scale as log2(scale)/2 specific for 1 (-> 0) and
// 4 (-> 1) to a temp SGPR.
uint32_t resolution_scale_log2_temp = PushSystemTemp();
system_constants_used_ |= 1ull << kSysConst_EDRAMResolutionSquareScale_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(resolution_scale_log2_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMResolutionSquareScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMResolutionSquareScale_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(2);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert the pixel position (if resolution scale is 4, this will be 2x2
// bigger) to integer to system_temp_rov_params_.zw.
// system_temp_rov_params_.z = X host pixel position as uint
// system_temp_rov_params_.w = Y host pixel position as uint
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0b01000000, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInPosition));
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Revert the resolution scale to convert the position to guest pixels.
// system_temp_rov_params_.z = X guest pixel position / sample width
// system_temp_rov_params_.w = Y guest pixel position / sample height
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(resolution_scale_log2_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert the position from pixels to samples.
// system_temp_rov_params_.z = X guest sample 0 position
// system_temp_rov_params_.w = Y guest sample 0 position
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
(kSysConst_SampleCountLog2_Comp << 4) |
((kSysConst_SampleCountLog2_Comp + 1) << 6),
3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Get 80x16 samples tile index - start dividing X by 80 by getting the high
// part of the result of multiplication of X by 0xCCCCCCCD into X.
// system_temp_rov_params_.x = (X * 0xCCCCCCCD) >> 32, or X / 80 * 64
// system_temp_rov_params_.z = X guest sample 0 position
// system_temp_rov_params_.w = Y guest sample 0 position
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_NULL, 0));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xCCCCCCCDu);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get 80x16 samples tile index - finish dividing X by 80 and divide Y by 16
// into system_temp_rov_params_.xy.
// system_temp_rov_params_.x = X tile position
// system_temp_rov_params_.y = Y tile position
// system_temp_rov_params_.z = X guest sample 0 position
// system_temp_rov_params_.w = Y guest sample 0 position
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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_rov_params_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00001100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(6);
shader_code_.push_back(4);
shader_code_.push_back(0);
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get the tile index to system_temp_rov_params_.y.
// system_temp_rov_params_.x = X tile position
// system_temp_rov_params_.y = tile index
// system_temp_rov_params_.z = X guest sample 0 position
// system_temp_rov_params_.w = Y guest sample 0 position
system_constants_used_ |= 1ull << kSysConst_EDRAMPitchTiles_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMPitchTiles_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMPitchTiles_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert the tile index into a tile offset.
// system_temp_rov_params_.x = X tile position
// system_temp_rov_params_.y = tile offset
// system_temp_rov_params_.z = X guest sample 0 position
// system_temp_rov_params_.w = Y guest sample 0 position
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_NULL, 0));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1280);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get tile-local X sample index into system_temp_rov_params_.z.
// system_temp_rov_params_.y = tile offset
// system_temp_rov_params_.z = X sample 0 position within the tile
// system_temp_rov_params_.w = Y guest sample 0 position
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(-80));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Get tile-local Y sample index into system_temp_rov_params_.w.
// system_temp_rov_params_.y = tile offset
// system_temp_rov_params_.z = X sample 0 position within the tile
// system_temp_rov_params_.w = Y sample 0 position within the tile
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(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(15);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Go to the target row within the tile in system_temp_rov_params_.y.
// system_temp_rov_params_.y = row offset
// system_temp_rov_params_.z = X sample 0 position within the tile
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAD) |
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_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(80);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Choose in which 40-sample half of the tile the pixel is, for swapping
// 40-sample columns when accessing the depth buffer - games expect this
// behavior when writing depth back to the EDRAM via color writing (GTA IV,
// Halo 3).
// system_temp_rov_params_.x = tile-local sample 0 X >= 40
// system_temp_rov_params_.y = row offset
// system_temp_rov_params_.z = X sample 0 position within the tile
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UGE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(40);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Choose what to add to the depth/stencil X position.
// system_temp_rov_params_.x = 40 or -40 offset for the depth buffer
// system_temp_rov_params_.y = row offset
// system_temp_rov_params_.z = X sample 0 position within the tile
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_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(-40));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(40);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Flip tile halves for the depth/stencil buffer.
// system_temp_rov_params_.x = X sample 0 position within the depth tile
// system_temp_rov_params_.y = row offset
// system_temp_rov_params_.z = X sample 0 position within the tile
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
if (color_targets_written) {
// Write 32bpp color offset to system_temp_rov_params_.z.
// system_temp_rov_params_.x = X sample 0 position within the depth tile
// system_temp_rov_params_.y = row offset
// system_temp_rov_params_.z = unscaled 32bpp color offset
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
}
// Write depth/stencil offset to system_temp_rov_params_.y.
// system_temp_rov_params_.y = unscaled 32bpp depth/stencil offset
// system_temp_rov_params_.z = unscaled 32bpp color offset if needed
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Add the EDRAM base for depth/stencil.
// system_temp_rov_params_.y = unscaled 32bpp depth/stencil address
// system_temp_rov_params_.z = unscaled 32bpp color offset if needed
system_constants_used_ |= 1ull << kSysConst_EDRAMDepthBaseDwords_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
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_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthBaseDwords_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthBaseDwords_Vec);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Apply the resolution scale.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(resolution_scale_log2_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Release resolution_scale_log2_temp.
PopSystemTemp();
uint32_t offsets_masked, offsets_select;
uint32_t offsets_immediate, offsets_components;
if (color_targets_written) {
offsets_masked =
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0110, 1);
offsets_select = EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP,
kSwizzleXYZW, 1);
offsets_immediate = EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0);
offsets_components = 4;
} else {
offsets_masked =
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1);
offsets_select =
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1);
offsets_immediate =
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0);
offsets_components = 1;
}
// Scale the offsets by the resolution scale.
// system_temp_rov_params_.y = scaled 32bpp depth/stencil first host pixel
// address
// system_temp_rov_params_.z = scaled 32bpp color first host pixel offset if
// needed
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6 + offsets_components));
shader_code_.push_back(offsets_masked);
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(offsets_select);
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(offsets_immediate);
for (uint32_t i = 0; i < offsets_components; ++i) {
shader_code_.push_back(2);
}
++stat_.instruction_count;
++stat_.int_instruction_count;
// Add host pixel offsets.
// system_temp_rov_params_.y = scaled 32bpp depth/stencil address
// system_temp_rov_params_.z = scaled 32bpp color offset if needed
for (uint32_t i = 0; i < 2; ++i) {
// Convert a position component to integer.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_INPUT, i, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInPosition));
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Insert the host pixel offset on each axis.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
9 + offsets_components * 2));
shader_code_.push_back(offsets_masked);
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(offsets_immediate);
for (uint32_t j = 0; j < offsets_components; ++j) {
shader_code_.push_back(1);
}
shader_code_.push_back(offsets_immediate);
for (uint32_t j = 0; j < offsets_components; ++j) {
shader_code_.push_back(i);
}
if (color_targets_written) {
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
} else {
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
}
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(offsets_select);
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
// Close the resolution scale conditional.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
if (color_targets_written) {
// Get the 64bpp color offset to system_temp_rov_params_.w.
// TODO(Triang3l): Find some game that aliases 64bpp with 32bpp to emulate
// the real layout.
// system_temp_rov_params_.y = scaled 32bpp depth/stencil address
// system_temp_rov_params_.z = scaled 32bpp color offset
// system_temp_rov_params_.w = scaled 64bpp color offset
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
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_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.int_instruction_count;
}
// ***************************************************************************
// Sample coverage to system_temp_rov_params_.x.
// ***************************************************************************
// Using ForcedSampleCount of 4 (2 is not supported on Nvidia), so for 2x
// MSAA, handling samples 0 and 3 (upper-left and lower-right) as 0 and 1.
// Check if 4x MSAA is enabled.
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Copy the 4x AA coverage to system_temp_rov_params_.x.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK, 0, 0));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back((1 << 4) - 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Handle 1 or 2 samples.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract sample 3 coverage, which will be used as sample 1.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK, 0, 0));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Combine coverage of samples 0 (in bit 0 of vCoverage) and 3 (in bit 0 of
// system_temp_rov_params_.x).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(31);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D11_SB_OPERAND_TYPE_INPUT_COVERAGE_MASK, 0, 0));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Close the 4x MSAA conditional.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::ROV_DepthStencilTest() {
uint32_t temp1 = PushSystemTemp();
// Check whether depth/stencil is enabled. 1 SGPR taken.
// temp1.x = kSysFlag_ROVDepthStencil
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthStencil);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Open the depth/stencil enabled conditional. 1 SGPR released.
// temp1.x = free
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp1);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
if (writes_depth()) {
// Convert the shader-generated depth to 24-bit - move the 32-bit depth to
// the conversion subroutine's argument.
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_depth_stencil_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Convert the shader-generated depth to 24-bit.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CALL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_depth_to_24bit_);
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Store a copy of the depth in temp1.x to reload later.
// temp1.x = 24-bit oDepth
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(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
} else {
// Load the first sample's Z and W to system_temps_subroutine_[0] - need
// this regardless of coverage for polygon offset.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_EVAL_SAMPLE_INDEX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInClipSpaceZW));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
// Calculate the first sample's Z/W to system_temps_subroutine_[0].x for
// conversion to 24-bit and depth test.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DIV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Apply viewport Z range to the first sample because this would affect the
// slope-scaled depth bias (tested on PC on Direct3D 12, by comparing the
// fraction of the polygon's area with depth clamped - affected by the
// constant bias, but not affected by the slope-scaled bias, also depth
// range clamping should be done after applying the offset as well).
system_constants_used_ |= 1ull << kSysConst_EDRAMDepthRange_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeOffset_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Get the derivatives of a sample's depth, for the slope-scaled polygon
// offset. Probably not very significant that it's for the sample 0 rather
// than for the center, likely neither is accurate because Xenos probably
// calculates the slope between 16ths of a pixel according to the meaning of
// the slope-scaled polygon offset in R5xx Acceleration. Take 2 VGPRs.
// temp1.x = ddx(z)
// temp1.y = ddy(z)
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(i ? D3D11_SB_OPCODE_DERIV_RTY_COARSE
: D3D11_SB_OPCODE_DERIV_RTX_COARSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b0001 << i, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Get the maximum depth slope for polygon offset to temp1.y.
// Release 1 VGPR (Y derivative).
// temp1.x = max(|ddx(z)|, |ddy(z)|)
// temp1.y = free
// https://docs.microsoft.com/en-us/windows/desktop/direct3d9/depth-bias
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp1);
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(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 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(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Copy the needed polygon offset values to temp1.yz. Take 2 VGPRs.
// temp1.x = max(|ddx(z)|, |ddy(z)|)
// temp1.y = polygon offset scale
// temp1.z = polygon offset bias
system_constants_used_ |= (1ull << kSysConst_EDRAMPolyOffsetFront_Index) |
(1ull << kSysConst_EDRAMPolyOffsetBack_Index);
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0110, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInFrontFace));
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
(kSysConst_EDRAMPolyOffsetFrontScale_Comp << 2) |
(kSysConst_EDRAMPolyOffsetFrontOffset_Comp << 4),
3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMPolyOffsetFront_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
(kSysConst_EDRAMPolyOffsetBackScale_Comp << 2) |
(kSysConst_EDRAMPolyOffsetBackOffset_Comp << 4),
3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMPolyOffsetBack_Vec);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Apply the slope scale and the constant bias to the offset, and release 2
// VGPRs.
// temp1.x = polygon offset
// temp1.y = free
// temp1.z = free
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Calculate the upper Z range bound to temp1.y for clamping after biasing,
// taking 1 SGPR.
// temp1.x = polygon offset
// temp1.y = viewport maximum depth
system_constants_used_ |= 1ull << kSysConst_EDRAMDepthRange_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeOffset_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
for (uint32_t i = 0; i < 4; ++i) {
// Get if the current sample is covered to temp1.y. Take 1 VGPR.
// temp1.x = polygon offset or 24-bit oDepth
// temp1.y = viewport maximum depth if not writing to oDepth
// temp1.z = coverage of the current sample
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(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << i);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the current sample is covered. Release 1 VGPR.
// temp1.x = polygon offset or 24-bit oDepth
// temp1.y = viewport maximum depth if not writing to oDepth
// temp1.z = free
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 2, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
if (writes_depth()) {
// Same depth for all samples, already converted to 24-bit - only move it
// to the depth/stencil sample subroutine argument from temp1.x if it's
// not already there (it's there for the first sample - returned from the
// conversion to 24-bit).
if (i) {
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
} else {
if (i) {
// Sample's depth precalculated for sample 0 (for slope-scaled depth
// bias calculation), but need to calculate it for other samples.
// Using system_temps_subroutine_[0].xy as temps for Z/W since Y will
// contain the result anyway after the call, and temp1.x contains the
// polygon offset.
if (i == 1) {
// Using ForcedSampleCount of 4 (2 is not supported on Nvidia), so for
// 2x MSAA, handling samples 0 and 3 (upper-left and lower-right) as 0
// and 1. Thus, evaluate Z/W at sample 3 when 4x is not enabled.
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.movc_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_EVAL_SAMPLE_INDEX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInClipSpaceZW));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
} else {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_EVAL_SAMPLE_INDEX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInClipSpaceZW));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << i);
++stat_.instruction_count;
}
// Calculate Z/W for the current sample from the evaluated Z and W.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DIV) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Apply viewport Z range the same way as it was applied to sample 0.
system_constants_used_ |= 1ull << kSysConst_EDRAMDepthRange_Index;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeOffset_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Add the bias to the depth of the sample.
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Clamp the biased depth to the lower viewport depth bound.
system_constants_used_ |= 1ull << kSysConst_EDRAMDepthRange_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMDepthRangeOffset_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMDepthRange_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Clamp the biased depth to the upper viewport depth bound.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MIN) |
ENCODE_D3D10_SB_INSTRUCTION_SATURATE(1) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert the depth to 24-bit - takes system_temps_subroutine_[0].x,
// returns also in system_temps_subroutine_[0].x.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CALL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_depth_to_24bit_);
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
// Perform depth/stencil test for the sample, get the result in bits 4
// (passed) and 8 (new depth/stencil buffer value is different).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CALL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_depth_stencil_sample_);
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Write the resulting depth/stencil value in system_temps_subroutine_[0].x
// to the sample's depth in system_temp_rov_depth_stencil_.
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, 1 << i, 1));
shader_code_.push_back(system_temp_rov_depth_stencil_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
if (i) {
// Shift the result bits to the correct position.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i);
++stat_.instruction_count;
++stat_.int_instruction_count;
}
// Add the result in system_temps_subroutine_[0].y to
// system_temp_rov_params_.x. Bits 0:3 will be cleared in case of test
// failure (only doing this for covered samples), bits 4:7 will be added if
// need to defer writing.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_XOR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Close the sample conditional.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Go to the next sample (samples are at +0, +80, +1, +81, so need to do
// +80, -79, +80 and -81 after each sample).
system_constants_used_ |= 1ull
<< kSysConst_EDRAMResolutionSquareScale_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back((i & 1) ? -78 - i : 80);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMResolutionSquareScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMResolutionSquareScale_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
}
if (ROV_IsDepthStencilEarly()) {
// Check if safe to discard the whole 2x2 quad early, without running the
// translated pixel shader, by checking if coverage is 0 in all pixels in
// the quad and if there are no samples which failed the depth test, but
// where stencil was modified and needs to be written in the end. Must
// reject at 2x2 quad granularity because texture fetches need derivatives.
// temp1.x = coverage | deferred depth/stencil write
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(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0b11111111);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// temp1.x = 1.0 if any sample is covered or potentially needs stencil write
// in the end of the shader in the current pixel
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(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.movc_instruction_count;
for (uint32_t i = 0; i < 2; ++i) {
// temp1.x = 1.0 if anything is covered in the current pixel (i = 0) /
// the current half of the quad (i = 1)
// temp1.y = non-zero if anything is covered in the pixel across X
// (i = 0) / the two pixels across Y (i = 1)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(i ? D3D11_SB_OPCODE_DERIV_RTY_COARSE
: D3D11_SB_OPCODE_DERIV_RTX_FINE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// temp1.x = 1.0 if anything is covered in the current half of the quad
// (i = 0) / the whole quad (i = 1)
// temp1.y = free
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(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
// End the shader if nothing is covered in the 2x2 quad after early
// depth/stencil.
// temp1.x = free
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RETC) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
}
// Close the large depth/stencil conditional.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Release temp1.
PopSystemTemp();
}
void DxbcShaderTranslator::ROV_UnpackColor(
uint32_t rt_index, uint32_t packed_temp, uint32_t packed_temp_components,
uint32_t color_temp, uint32_t temp1, uint32_t temp1_component,
uint32_t temp2, uint32_t temp2_component) {
assert_true(color_temp != packed_temp || packed_temp_components == 0);
uint32_t temp1_mask = 1 << temp1_component;
uint32_t temp2_mask = 1 << temp2_component;
// Break register dependencies and initialize if there are not enough
// components. The rest of the function will write at least RG (k_32_FLOAT and
// k_32_32_FLOAT handled with the same default label), and if packed_temp is
// the same as color_temp, the packed color won't be touched.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(color_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(0x3F800000);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Choose the packing based on the render target's format.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// ***************************************************************************
// k_8_8_8_8
// k_8_8_8_8_GAMMA
// ***************************************************************************
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(i ? ColorRenderTargetFormat::k_8_8_8_8_GAMMA
: ColorRenderTargetFormat::k_8_8_8_8));
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Unpack the components.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(8);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(8);
shader_code_.push_back(16);
shader_code_.push_back(24);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert from fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Normalize.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 1.0 / 255.0
shader_code_.push_back(0x3B808081);
shader_code_.push_back(0x3B808081);
shader_code_.push_back(0x3B808081);
shader_code_.push_back(0x3B808081);
++stat_.instruction_count;
++stat_.float_instruction_count;
if (i) {
for (uint32_t j = 0; j < 3; ++j) {
ConvertPWLGamma(false, color_temp, j, color_temp, j, temp1,
temp1_component, temp2, temp2_component);
}
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// ***************************************************************************
// k_2_10_10_10
// k_2_10_10_10_AS_10_10_10_10
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(ColorRenderTargetFormat::k_2_10_10_10));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(ROV_AddColorFormatFlags(
ColorRenderTargetFormat::k_2_10_10_10_AS_10_10_10_10));
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Unpack the components.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(10);
shader_code_.push_back(10);
shader_code_.push_back(10);
shader_code_.push_back(2);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(10);
shader_code_.push_back(20);
shader_code_.push_back(30);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert from fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Normalize.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 1.0 / 1023.0
shader_code_.push_back(0x3A802008);
shader_code_.push_back(0x3A802008);
shader_code_.push_back(0x3A802008);
// 1.0 / 3.0
shader_code_.push_back(0x3EAAAAAB);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// k_2_10_10_10_FLOAT
// k_2_10_10_10_FLOAT_AS_16_16_16_16
// https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(ColorRenderTargetFormat::k_2_10_10_10_FLOAT));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(ROV_AddColorFormatFlags(
ColorRenderTargetFormat::k_2_10_10_10_FLOAT_AS_16_16_16_16));
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Unpack the alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(2);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(30);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert the alpha from fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Normalize the alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
// 1.0 / 3.0
shader_code_.push_back(0x3EAAAAAB);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Process the components in reverse order because color_temp.r stores the
// packed color which shouldn't be touched until G and B are converted if
// packed_temp and color_temp are the same.
for (int32_t i = 2; i >= 0; --i) {
// Unpack the exponent to the temp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i * 10 + 7);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Unpack the mantissa to the result.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(7);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i * 10);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the number is denormalized.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Check if the number is non-zero (if the mantissa isn't zero - the
// exponent is known to be zero at this point).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, i, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Normalize the mantissa.
// Note that HLSL firstbithigh(x) is compiled to DXBC like:
// `x ? 31 - firstbit_hi(x) : -1`
// (it returns the index from the LSB, not the MSB, but -1 for zero too).
// temp = firstbit_hi(mantissa)
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_FIRSTBIT_HI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// temp = 7 - (31 - firstbit_hi(mantissa))
// Or, if expanded:
// temp = firstbit_hi(mantissa) - 24
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(-24));
++stat_.instruction_count;
++stat_.int_instruction_count;
// mantissa = mantissa << (7 - firstbithigh(mantissa))
// AND 0x7F not needed after this - BFI will do it.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ISHL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Get the normalized exponent.
// exponent = 1 - (7 - firstbithigh(mantissa))
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 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(temp1);
++stat_.instruction_count;
++stat_.int_instruction_count;
// The number is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Set the unbiased exponent to -124 for zero - 124 will be added later,
// resulting in zero float32.
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, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(-124));
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Close the non-zero check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Close the denormal check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Bias the exponent and move it to the correct location in f32.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << 23);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(124 << 23);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Combine the mantissa and the exponent.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(7);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// k_16_16
// k_16_16_16_16 (64bpp)
// ***************************************************************************
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(i ? ColorRenderTargetFormat::k_16_16_16_16
: ColorRenderTargetFormat::k_16_16));
++stat_.instruction_count;
++stat_.static_flow_control_count;
uint32_t color_mask = i ? 0b1111 : 0b0011;
// Unpack the components.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, color_mask, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(16);
shader_code_.push_back(0);
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP,
0b01010000 + packed_temp_components * 0b01010101, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Convert from fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ITOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, color_mask, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Normalize.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, color_mask, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 32.0 / 32767.0
shader_code_.push_back(0x3A800100);
shader_code_.push_back(0x3A800100);
shader_code_.push_back(0x3A800100);
shader_code_.push_back(0x3A800100);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// ***************************************************************************
// k_16_16_FLOAT
// k_16_16_16_16_FLOAT (64bpp)
// ***************************************************************************
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(i ? ColorRenderTargetFormat::k_16_16_16_16_FLOAT
: ColorRenderTargetFormat::k_16_16_FLOAT));
++stat_.instruction_count;
++stat_.static_flow_control_count;
uint32_t color_mask = i ? 0b1111 : 0b0011;
// Unpack the components.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, color_mask, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(16);
shader_code_.push_back(0);
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP,
0b01010000 + packed_temp_components * 0b01010101, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert from 16-bit float.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_F16TOF32) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, color_mask, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
if (packed_temp != color_temp) {
// Assume k_32_FLOAT or k_32_32_FLOAT for the rest.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DEFAULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b0011, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100 + packed_temp_components * 0b0101,
1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::ROV_PackPreClampedColor(
uint32_t rt_index, uint32_t color_temp, uint32_t packed_temp,
uint32_t packed_temp_components, uint32_t temp1, uint32_t temp1_component,
uint32_t temp2, uint32_t temp2_component) {
assert_true(color_temp != packed_temp || packed_temp_components == 0);
uint32_t temp1_mask = 1 << temp1_component;
uint32_t temp2_mask = 1 << temp2_component;
// Choose the packing based on the render target's format.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// ***************************************************************************
// k_8_8_8_8
// k_8_8_8_8_GAMMA
// ***************************************************************************
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(i ? ColorRenderTargetFormat::k_8_8_8_8_GAMMA
: ColorRenderTargetFormat::k_8_8_8_8));
++stat_.instruction_count;
++stat_.static_flow_control_count;
for (uint32_t j = 0; j < 4; ++j) {
if (i && j < 3) {
ConvertPWLGamma(true, color_temp, j, temp1, temp1_component, temp1,
temp1_component, temp2, temp2_component);
// Denormalize.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
// 255.0
shader_code_.push_back(0x437F0000);
++stat_.instruction_count;
++stat_.float_instruction_count;
} else {
// Denormalize.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, j, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
// 255.0
shader_code_.push_back(0x437F0000);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Round towards the nearest even integer. Rounding towards the nearest
// (adding +-0.5 before truncating) is giving incorrect results for depth,
// so better to use round_ne here too.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert to fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
if (j) {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
} else {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
}
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Pack the upper components.
if (j) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(j * 8);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// ***************************************************************************
// k_2_10_10_10
// k_2_10_10_10_AS_10_10_10_10
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(ColorRenderTargetFormat::k_2_10_10_10));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(ROV_AddColorFormatFlags(
ColorRenderTargetFormat::k_2_10_10_10_AS_10_10_10_10));
++stat_.instruction_count;
++stat_.static_flow_control_count;
for (uint32_t i = 0; i < 4; ++i) {
// Denormalize.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
// 1023.0 or 3.0
shader_code_.push_back(i < 3 ? 0x447FC000 : 0x40400000);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Round towards the nearest even integer. Rounding towards the nearest
// (adding +-0.5 before truncating) is giving incorrect results for depth,
// so better to use round_ne here too.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert to fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
if (i) {
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
} else {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
}
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Pack the upper components.
if (i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i < 3 ? 10 : 2);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i * 10);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// k_2_10_10_10_FLOAT
// k_2_10_10_10_FLOAT_AS_16_16_16_16
// https://github.com/Microsoft/DirectXTex/blob/master/DirectXTex/DirectXTexConvert.cpp
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(ColorRenderTargetFormat::k_2_10_10_10_FLOAT));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(ROV_AddColorFormatFlags(
ColorRenderTargetFormat::k_2_10_10_10_FLOAT_AS_16_16_16_16));
++stat_.instruction_count;
++stat_.static_flow_control_count;
for (uint32_t i = 0; i < 3; ++i) {
// Check if the number is too small to be represented as normalized 7e3.
// temp2 = f32 < 0x3E800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp2_mask, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3E800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Handle denormalized numbers separately.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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,
temp2_component, 1));
shader_code_.push_back(temp2);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// temp2 = f32 >> 23
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp2_mask, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(23);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// temp2 = 125 - (f32 >> 23)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp2_mask, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(125);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp2_component, 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(temp2);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Don't allow the shift to overflow, since in DXBC the lower 5 bits of the
// shift amount are used.
// temp2 = min(125 - (f32 >> 23), 24)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp2_mask, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp2_component, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(24);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// biased_f32 = (f32 & 0x7FFFFF) | 0x800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(9);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(23);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// biased_f32 = ((f32 & 0x7FFFFF) | 0x800000) >> min(125 - (f32 >> 23), 24)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp2_component, 1));
shader_code_.push_back(temp2);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Not denormalized?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Bias the exponent.
// biased_f32 = f32 + 0xC2000000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xC2000000u);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Close the denormal check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Build the 7e3 number.
// temp2 = (biased_f32 >> 16) & 1
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp2_mask, 1));
shader_code_.push_back(temp2);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// f10 = biased_f32 + 0x7FFF
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x7FFF);
++stat_.instruction_count;
++stat_.int_instruction_count;
// f10 = biased_f32 + 0x7FFF + ((biased_f32 >> 16) & 1)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp2_component, 1));
shader_code_.push_back(temp2);
++stat_.instruction_count;
++stat_.int_instruction_count;
// f10 = ((biased_f32 + 0x7FFF + ((biased_f32 >> 16) & 1)) >> 16) & 0x3FF
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
if (i) {
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
} else {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
}
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(10);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Pack the upper components.
if (i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(10);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i * 10);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
}
// Denormalize the alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
// 3.0
shader_code_.push_back(0x40400000);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Round the alpha towards the nearest even integer. Rounding towards the
// nearest (adding +-0.5 before truncating) is giving incorrect results for
// depth, so better to use round_ne here too.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert the alpha to fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Pack the alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 1 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(2);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(30);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP,
packed_temp_components, 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// k_16_16
// k_16_16_16_16 (64bpp)
// ***************************************************************************
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(i ? ColorRenderTargetFormat::k_16_16_16_16
: ColorRenderTargetFormat::k_16_16));
++stat_.instruction_count;
++stat_.static_flow_control_count;
for (uint32_t j = 0; j < (uint32_t(2) << i); ++j) {
// Denormalize.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, j, 1));
shader_code_.push_back(color_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
// 32767.0 / 32.0
shader_code_.push_back(0x447FFE00);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Round towards the nearest even integer. Rounding towards the nearest
// (adding +-0.5 before truncating) is giving incorrect results for depth,
// so better to use round_ne here too.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert to fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
if (j & 1) {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
} else {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP,
1 << (packed_temp_components + (j >> 1)), 1));
shader_code_.push_back(packed_temp);
}
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Pack green or alpha.
if (j & 1) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP,
1 << (packed_temp_components + (j >> 1)), 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components + (j >> 1), 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// ***************************************************************************
// k_16_16_FLOAT
// k_16_16_16_16_FLOAT (64bpp)
// ***************************************************************************
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(
ROV_AddColorFormatFlags(i ? ColorRenderTargetFormat::k_16_16_16_16_FLOAT
: ColorRenderTargetFormat::k_16_16_FLOAT));
++stat_.instruction_count;
++stat_.static_flow_control_count;
for (uint32_t j = 0; j < (uint32_t(2) << i); ++j) {
// Convert to 16-bit float.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_F32TOF16) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
if (j & 1) {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_mask, 1));
shader_code_.push_back(temp1);
} else {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP,
1 << (packed_temp_components + (j >> 1)), 1));
shader_code_.push_back(packed_temp);
}
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, j, 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Pack green or alpha.
if (j & 1) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP,
1 << (packed_temp_components + (j >> 1)), 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, temp1_component, 1));
shader_code_.push_back(temp1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_TEMP, packed_temp_components + (j >> 1), 1));
shader_code_.push_back(packed_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
if (packed_temp != color_temp) {
// Assume k_32_FLOAT or k_32_32_FLOAT for the rest.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DEFAULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b11 << packed_temp_components, 1));
shader_code_.push_back(packed_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b0100 << (packed_temp_components * 2), 1));
shader_code_.push_back(color_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::ROV_HandleColorBlendFactorCases(
uint32_t src_temp, uint32_t dst_temp, uint32_t factor_temp) {
// kOne.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOne));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kSrcColor
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kSrcColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
if (factor_temp != src_temp) {
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, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(src_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusSrcColor
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusSrcColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
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(src_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kSrcAlpha
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kSrcAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(src_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusSrcAlpha
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusSrcAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 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(src_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kDstColor
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kDstColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
if (factor_temp != dst_temp) {
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, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(dst_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusDstColor
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusDstColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
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(dst_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kDstAlpha
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kDstAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(dst_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusDstAlpha
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusDstAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 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(dst_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Factors involving the constant.
system_constants_used_ |= 1ull << kSysConst_EDRAMBlendConstant_Index;
// kConstantColor
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kConstantColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusConstantColor
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusConstantColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSwizzleXYZW, 3) |
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(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kConstantAlpha
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kConstantAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusConstantAlpha
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusConstantAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_temp);
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(0);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3) |
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(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kSrcAlphaSaturate
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kSrcAlphaSaturate));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b0001, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 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(dst_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
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, 0b0111, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(src_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(factor_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kZero default.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DEFAULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(factor_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_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::ROV_HandleAlphaBlendFactorCases(
uint32_t src_temp, uint32_t dst_temp, uint32_t factor_temp,
uint32_t factor_component) {
uint32_t factor_mask = 1 << factor_component;
// kOne, kSrcAlphaSaturate.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOne));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kSrcAlphaSaturate));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kSrcColor, kSrcAlpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kSrcColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kSrcAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
if (factor_temp != src_temp || factor_component != 3) {
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, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(src_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusSrcColor, kOneMinusSrcAlpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusSrcColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusSrcAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 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(src_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kDstColor, kDstAlpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kDstColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kDstAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
if (factor_temp != dst_temp || factor_component != 3) {
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, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(dst_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusDstColor, kOneMinusDstAlpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusDstColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusDstAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 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(dst_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Factors involving the constant.
system_constants_used_ |= 1ull << kSysConst_EDRAMBlendConstant_Index;
// kConstantColor, kConstantAlpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kConstantColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kConstantAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kOneMinusConstantColor, kOneMinusConstantAlpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusConstantColor));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(uint32_t(BlendFactor::kOneMinusConstantAlpha));
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, 3, 3) |
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(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMBlendConstant_Vec);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// kZero default.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DEFAULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, factor_mask, 1));
shader_code_.push_back(factor_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::CompletePixelShader_ApplyColorExpBias(
uint32_t rt_index) {
if (!writes_color_target(rt_index)) {
return;
}
// The constant contains 2.0^bias.
system_constants_used_ |= 1ull << kSysConst_ColorExpBias_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temps_color_[rt_index]);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_color_[rt_index]);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorExpBias_Vec);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs_AlphaToCoverage() {
if (!writes_color_target(0)) {
return;
}
// Refer to CompletePixelShader_ROV_AlphaToCoverage for the description of the
// alpha to coverage pattern used.
uint32_t atoc_temp = PushSystemTemp();
// Extract the flag to check if alpha to coverage is enabled.
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_AlphaToCoverage);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if alpha to coverage is enabled.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(atoc_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Convert SSAA sample position to integer.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInPosition));
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// Get SSAA sample coordinates in the pixel.
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp |
((kSysConst_SampleCountLog2_Comp + 1) << 2),
3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get the sample index - 0 and 2 being the top ones, 1 and 3 being the bottom
// ones (because at 2x SSAA, 1 is the bottom).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(2);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(atoc_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Create a mask to choose the specific threshold to compare to.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(1);
shader_code_.push_back(2);
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.int_instruction_count;
uint32_t atoc_thresholds_temp = PushSystemTemp();
// Choose the thresholds based on the sample count - first between 2 and 1
// samples.
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(atoc_thresholds_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 0.25
shader_code_.push_back(0x3E800000);
// 0.75
shader_code_.push_back(0x3F400000);
// NaN - comparison always fails
shader_code_.push_back(0x7FC00000);
shader_code_.push_back(0x7FC00000);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 0.5
shader_code_.push_back(0x3F000000);
shader_code_.push_back(0x7FC00000);
shader_code_.push_back(0x7FC00000);
shader_code_.push_back(0x7FC00000);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Choose the thresholds based on the sample count - between 4 or 1/2 samples.
system_constants_used_ |= 1ull << kSysConst_SampleCountLog2_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(atoc_thresholds_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
// 0.625
shader_code_.push_back(0x3F200000);
// 0.125
shader_code_.push_back(0x3E000000);
// 0.375
shader_code_.push_back(0x3EC00000);
// 0.875
shader_code_.push_back(0x3F600000);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(atoc_thresholds_temp);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Choose the threshold to compare the alpha to according to the current
// sample index - mask.
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, 0b1111, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(atoc_thresholds_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(atoc_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Release atoc_thresholds_temp.
PopSystemTemp();
// Choose the threshold to compare the alpha to according to the current
// sample index - select within pairs.
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(atoc_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b01001110, 1));
shader_code_.push_back(atoc_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Choose the threshold to compare the alpha to according to the current
// sample index - combine pairs.
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(atoc_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(atoc_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(atoc_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Compare the alpha to the threshold.
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(atoc_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_color_[0]);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(atoc_temp);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Discard the SSAA sample if it's not covered.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(atoc_temp);
++stat_.instruction_count;
// Close the alpha to coverage check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Release atoc_temp.
PopSystemTemp();
}
void DxbcShaderTranslator::CompletePixelShader_WriteToRTVs() {
if (!writes_any_color_target()) {
return;
}
// Check if this sample needs to be discarded by alpha to coverage.
CompletePixelShader_WriteToRTVs_AlphaToCoverage();
// Get the write mask as components, and also apply the exponent bias after
// alpha to coverage because it needs the unbiased alpha from the shader.
uint32_t guest_rt_mask = 0;
for (uint32_t i = 0; i < 4; ++i) {
if (!writes_color_target(i)) {
continue;
}
guest_rt_mask |= 1 << i;
CompletePixelShader_ApplyColorExpBias(i);
}
// Convert to gamma space - this is incorrect, since it must be done after
// blending on the Xbox 360, but this is just one of many blending issues in
// the RTV path.
uint32_t gamma_temp = PushSystemTemp();
for (uint32_t i = 0; i < 4; ++i) {
if (!(guest_rt_mask & (1 << i))) {
continue;
}
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(gamma_temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_Color0Gamma << i);
++stat_.instruction_count;
++stat_.uint_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(gamma_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
for (uint32_t j = 0; j < 3; ++j) {
ConvertPWLGamma(true, system_temps_color_[i], j, system_temps_color_[i],
j, gamma_temp, 0, gamma_temp, 1);
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Release gamma_temp.
PopSystemTemp();
// Remap guest render target indices to host since because on the host, the
// indices of the bound render targets are consecutive. This is done using 16
// movc instructions because indexable temps are known to be causing
// performance issues on some Nvidia GPUs. In the map, the components are host
// render target indices, and the values are the guest ones.
uint32_t remap_movc_mask_temp = PushSystemTemp();
uint32_t remap_movc_target_temp = PushSystemTemp();
system_constants_used_ |= 1ull << kSysConst_ColorOutputMap_Index;
// Host RT i, guest RT j.
for (uint32_t i = 0; i < 4; ++i) {
// mask = map.iiii == (0, 1, 2, 3)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
shader_code_.push_back(EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP,
guest_rt_mask, 1));
shader_code_.push_back(remap_movc_mask_temp);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_ColorOutputMap_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(1);
shader_code_.push_back(2);
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.int_instruction_count;
bool guest_rt_first = true;
for (uint32_t j = 0; j < 4; ++j) {
// If map.i == j, move guest color j to the temporary host color.
if (!(guest_rt_mask & (1 << j))) {
continue;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
guest_rt_first ? 12 : 9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(remap_movc_target_temp);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, j, 1));
shader_code_.push_back(remap_movc_mask_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_color_[j]);
if (guest_rt_first) {
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);
guest_rt_first = false;
} else {
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(remap_movc_target_temp);
}
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
// Write the remapped color to host render target i.
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_OUTPUT, 0b1111, 1));
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(remap_movc_target_temp);
++stat_.instruction_count;
++stat_.mov_instruction_count;
}
// Release remap_movc_mask_temp and remap_movc_target_temp.
PopSystemTemp(2);
}
void DxbcShaderTranslator::CompletePixelShader_ROV_CheckAnyCovered(
bool check_deferred_stencil_write, uint32_t temp, uint32_t temp_component) {
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,
1 << temp_component, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(check_deferred_stencil_write ? 0b11111111 : 0b1111);
++stat_.instruction_count;
++stat_.uint_instruction_count;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RETC) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp_component, 1));
shader_code_.push_back(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
}
void DxbcShaderTranslator::CompletePixelShader_ROV_AlphaToCoverageSample(
uint32_t sample_index, float threshold, uint32_t temp,
uint32_t temp_component) {
// Check if alpha of oC0 is at or greater than the threshold.
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,
1 << temp_component, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_color_[0]);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(*reinterpret_cast<const uint32_t*>(&threshold));
++stat_.instruction_count;
++stat_.float_instruction_count;
// Keep all bits in system_temp_rov_params_.x but the ones that need to be
// removed in case of failure (coverage and deferred depth/stencil write are
// removed).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP,
1 << temp_component, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp_component, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(~(uint32_t(0b00010001) << sample_index));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Clear the coverage for samples that have failed the test.
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_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, temp_component, 1));
shader_code_.push_back(temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
void DxbcShaderTranslator::CompletePixelShader_ROV_AlphaToCoverage() {
// Check if alpha to coverage can be done at all in this shader.
if (!writes_color_target(0)) {
return;
}
// 1 VGPR or 1 SGPR.
uint32_t temp = PushSystemTemp();
// Extract the flag to check if alpha to coverage is enabled (1 SGPR).
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_AlphaToCoverage);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if alpha to coverage is enabled.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// According to tests on an Adreno 200 device (LG Optimus L7), without
// dithering, done by drawing 0.5x0.5 rectangles in different corners of four
// pixels in a quad to a multisampled GLSurfaceView, the coverage is the
// following for 4 samples:
// 0.25) [0.25, 0.5) [0.5, 0.75) [0.75, 1) [1
// -- -- -- -- --
// | | | | | #| |##| |##|
// | | |# | |# | |# | |##|
// -- -- -- -- --
// (VPOS near 0 on the top, near 1 on the bottom here.)
// For 2 samples, the top sample (closer to VPOS 0) is covered when alpha is
// in [0.5, 1).
// With these values, however, in Red Dead Redemption, almost all distant
// trees are transparent, and it's also weird that the values are so
// unbalanced (0.25-wide range with zero coverage, but only one point with
// full coverage), so ranges are halfway offset here.
// TODO(Triang3l): Find an Adreno device with dithering enabled, and where the
// numbers 3, 1, 0, 2 look meaningful for pixels in quads, and implement
// offsets.
// The test must effect not only the coverage bits, but also the deferred
// depth/stencil write bits since the coverage is zeroed for samples that have
// failed the depth/stencil test, but stencil may still require writing - but
// if the sample is discarded by alpha to coverage, it must not be written at
// all.
// Check if any MSAA is enabled.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Check if MSAA is 4x or 2x.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_SampleCountLog2_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_SampleCountLog2_Vec);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
CompletePixelShader_ROV_AlphaToCoverageSample(0, 0.625f, temp, 0);
CompletePixelShader_ROV_AlphaToCoverageSample(1, 0.375f, temp, 0);
CompletePixelShader_ROV_AlphaToCoverageSample(2, 0.125f, temp, 0);
CompletePixelShader_ROV_AlphaToCoverageSample(3, 0.875f, temp, 0);
// 2x MSAA is used.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
CompletePixelShader_ROV_AlphaToCoverageSample(0, 0.25f, temp, 0);
CompletePixelShader_ROV_AlphaToCoverageSample(1, 0.75f, temp, 0);
// Close the 4x check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// MSAA is disabled.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
CompletePixelShader_ROV_AlphaToCoverageSample(0, 0.5f, temp, 0);
// Close the 2x/4x check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Check if any sample is still covered.
CompletePixelShader_ROV_CheckAnyCovered(true, temp, 0);
// Release temp.
PopSystemTemp();
// Close the alpha to coverage check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
// Discard samples with alpha to coverage.
CompletePixelShader_ROV_AlphaToCoverage();
// 2 VGPR (at most, as temp when packing during blending) or 1 SGPR.
uint32_t temp = PushSystemTemp();
// Do late depth/stencil test (which includes writing) if needed or deferred
// depth writing.
if (ROV_IsDepthStencilEarly()) {
// Write modified depth/stencil.
for (uint32_t i = 0; i < 4; ++i) {
// Get if need to write to temp1.x.
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(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (4 + i));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to write.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Write the new depth/stencil.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
shader_code_.push_back(system_temp_rov_depth_stencil_);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
// Close the write check.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Go to the next sample (samples are at +0, +80, +1, +81, so need to do
// +80, -79, +80 and -81 after each sample).
if (i < 3) {
system_constants_used_ |= 1ull
<< kSysConst_EDRAMResolutionSquareScale_Index;
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back((i & 1) ? -78 - i : 80);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMResolutionSquareScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMResolutionSquareScale_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
}
}
} else {
ROV_DepthStencilTest();
}
// Check if any sample is still covered after depth testing and writing, skip
// color writing completely in this case.
CompletePixelShader_ROV_CheckAnyCovered(false, temp, 0);
// Apply the exponent bias after alpha to coverage because it needs the
// unbiased alpha from the shader.
for (uint32_t i = 0; i < 4; ++i) {
CompletePixelShader_ApplyColorExpBias(i);
}
// Write color values.
for (uint32_t i = 0; i < 4; ++i) {
if (!writes_color_target(i)) {
continue;
}
uint32_t keep_mask_vec = kSysConst_EDRAMRTKeepMask_Vec + (i >> 1);
uint32_t keep_mask_component = (i & 1) * 2;
// Check if color writing is disabled - special keep mask constant case,
// both 32bpp parts are forced UINT32_MAX, but also check whether the shader
// has written anything to this target at all.
// Combine both parts of the keep mask to check if both are 0xFFFFFFFF.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTKeepMask_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, keep_mask_component, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(keep_mask_vec);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, keep_mask_component + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(keep_mask_vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Flip the bits so both UINT32_MAX would result in 0 - not writing.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NOT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get the bits that will be used for checking wherther the render target
// has been written to on the taken execution path - if the write mask is
// empty, AND zero with the test bit to always get 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(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Check if the render target was written to on the execution path.
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(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (8 + i));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to write anything to the render target.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Add the EDRAM bases of the render target to system_temp_rov_params_.zw.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBaseDwordsScaled_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBaseDwordsScaled_Vec);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Get if not blending to pack the color once for all 4 samples.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x00010001);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if not blending.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the color to the render target's representable range - will be
// packed.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t j = 0; j < 2; ++j) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(j ? D3D10_SB_OPCODE_MIN
: D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(system_temps_color_[i]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_color_[i]);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
j ? 0b11101010 : 0b01000000, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + i);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Pack the color once if blending.
ROV_PackPreClampedColor(i, system_temps_color_[i], system_temps_subroutine_,
0, temp, 0, temp, 1);
// Blending is enabled.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if the blending source color is fixed-point for clamping if it is.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_FixedPointColor);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the blending source color is fixed-point and needs clamping.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the blending source color if needed.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t j = 0; j < 2; ++j) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(j ? D3D10_SB_OPCODE_MIN
: D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_color_[i]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_color_[i]);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, j * 2, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + i);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the fixed-point color check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if the blending source alpha is fixed-point for clamping if it is.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_FixedPointAlpha);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the blending source alpha is fixed-point and needs clamping.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the blending source alpha if needed.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t j = 0; j < 2; ++j) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(j ? D3D10_SB_OPCODE_MIN
: D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_color_[i]);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_color_[i]);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, j * 2 + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + i);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the fixed-point alpha check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Break register dependency in the color sample subroutine.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temps_subroutine_);
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_.mov_instruction_count;
// Close the blending check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Blend, mask and write all samples.
for (uint32_t j = 0; j < 4; ++j) {
// Get if the sample is covered.
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(temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << j);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Do ROP for the sample if it's covered.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CALLC) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_NONZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_color_sample_[i]);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Go to the next sample (samples are at +0, +80, +1, +81, so need to do
// +80, -79, +80 and -81 after each sample).
system_constants_used_ |= 1ull
<< kSysConst_EDRAMResolutionSquareScale_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IMAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(14));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_rov_params_);
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(uint32_t((j & 1) ? -78 - j : 80));
shader_code_.push_back(uint32_t(((j & 1) ? -78 - j : 80) * 2));
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMResolutionSquareScale_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMResolutionSquareScale_Vec);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_rov_params_);
++stat_.instruction_count;
++stat_.int_instruction_count;
}
// Revert adding the EDRAM bases of the render target to
// system_temp_rov_params_.zw.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBaseDwordsScaled_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3) |
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(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBaseDwordsScaled_Vec);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Close the render target write check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Release temp.
PopSystemTemp();
}
void DxbcShaderTranslator::CompletePixelShader() {
if (is_depth_only_pixel_shader_) {
// The depth-only shader only needs to do the depth test and to write the
// depth to the ROV.
if (edram_rov_used_) {
CompletePixelShader_WriteToROV();
}
return;
}
if (writes_color_target(0)) {
// Alpha test.
uint32_t alpha_test_temp = PushSystemTemp();
// Extract the comparison mask to check if the test needs to be done at all.
// Don't care about flow control being somewhat dynamic - early Z is forced
// using a special version of the shader anyway.
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(alpha_test_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_AlphaPassIfLess_Shift);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Compare the mask to ALWAYS to check if the test shouldn't be done (will
// pass even for NaNs, though the expected behavior in this case hasn't been
// checked, but let's assume this means "always", not "less, equal or
// greater".
// TODO(Triang3l): Check how alpha test works with NaN on Direct3D 9.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_INE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(alpha_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(alpha_test_temp);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0b111);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Don't do the test if the mode is "always".
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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(alpha_test_temp);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Do the test.
system_constants_used_ |= 1ull << kSysConst_AlphaTestReference_Index;
for (uint32_t i = 0; i < 3; ++i) {
// Get the result of the operation: less, equal or greater.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(i == 1 ? D3D10_SB_OPCODE_EQ
: D3D10_SB_OPCODE_LT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 << i, 1));
shader_code_.push_back(alpha_test_temp);
if (i != 0) {
// For 1, reference == alpha. For 2, alpha > reference, but with lt,
// reference < alpha.
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_AlphaTestReference_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_AlphaTestReference_Vec);
}
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_color_[0]);
if (i == 0) {
// Alpha < reference.
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_AlphaTestReference_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_AlphaTestReference_Vec);
}
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Extract the comparison value per-bit.
uint32_t alpha_test_comparison_temp = PushSystemTemp();
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_IBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(15));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(alpha_test_comparison_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(1);
shader_code_.push_back(1);
shader_code_.push_back(1);
shader_code_.push_back(0);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
shader_code_.push_back(0);
shader_code_.push_back(1);
shader_code_.push_back(2);
shader_code_.push_back(0);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(alpha_test_temp);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Mask the results.
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, 0b0111, 1));
shader_code_.push_back(alpha_test_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(alpha_test_temp);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(alpha_test_comparison_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Release alpha_test_comparison_temp.
PopSystemTemp();
// Merge test results.
for (uint32_t i = 0; i < 2; ++i) {
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(alpha_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(alpha_test_temp);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1 + i, 1));
shader_code_.push_back(alpha_test_temp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
}
// Discard the pixel if has failed the test.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(edram_rov_used_ ? D3D10_SB_OPCODE_RETC
: D3D10_SB_OPCODE_DISCARD) |
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
D3D10_SB_INSTRUCTION_TEST_ZERO) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(alpha_test_temp);
++stat_.instruction_count;
if (edram_rov_used_) {
++stat_.dynamic_flow_control_count;
}
// Close the "not always" check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Release alpha_test_temp.
PopSystemTemp();
}
// Write the values to the render targets. Not applying the exponent bias yet
// because the original 0 to 1 alpha value is needed for alpha to coverage,
// which is done differently for ROV and RTV/DSV.
if (edram_rov_used_) {
CompletePixelShader_WriteToROV();
} else {
CompletePixelShader_WriteToRTVs();
}
}
void DxbcShaderTranslator::CompleteShaderCode_ROV_DepthTo24BitSubroutine() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LABEL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_depth_to_24bit_);
// Extract the depth format to Y. Take 1 SGPR.
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthFloat24);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Convert according to the format. Release 1 SGPR.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// ***************************************************************************
// 20e4 conversion begins here, using 1 VGPR.
// CFloat24 from d3dref9.dll.
// ***************************************************************************
// Assuming the depth is already clamped to [0, 2) (in all places, the depth
// is written with the saturate flag set).
// Check if the number is too small to be represented as normalized 20e4.
// Y = f32 < 0x38800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x38800000);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Handle denormalized numbers separately.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Y = f32 >> 23
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(23);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Y = 113 - (f32 >> 23)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(113);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 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_temps_subroutine_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Don't allow the shift to overflow, since in DXBC the lower 5 bits of the
// shift amount are used (otherwise 0 becomes 8).
// Y = min(113 - (f32 >> 23), 24)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(24);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// biased_f32 = (f32 & 0x7FFFFF) | 0x800000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(9);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(23);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// biased_f32 = ((f32 & 0x7FFFFF) | 0x800000) >> min(113 - (f32 >> 23), 24)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Not denormalized?
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Bias the exponent.
// biased_f32 = f32 + 0xC8000000
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xC8000000u);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Close the denormal check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Build the 20e4 number.
// Y = (biased_f32 >> 3) & 1
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// f24 = biased_f32 + 3
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.int_instruction_count;
// f24 = biased_f32 + 3 + ((biased_f32 >> 3) & 1)
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// f24 = ((biased_f32 + 3 + ((biased_f32 >> 3) & 1)) >> 3) & 0xFFFFFF
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(24);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// ***************************************************************************
// 20e4 conversion ends here.
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// Unorm24 conversion begins here.
// ***************************************************************************
// Multiply by float(0xFFFFFF).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x4B7FFFFF);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Round to the nearest even integer. This seems to be the correct way:
// rounding towards zero gives 0xFF instead of 0x100 in clear shaders in, for
// instance, Halo 3, but other clear shaders in it are also broken if 0.5 is
// added before ftou instead of round_ne.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ROUND_NE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Convert to fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_FTOU) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.conversion_instruction_count;
// ***************************************************************************
// Unorm24 conversion ends here.
// ***************************************************************************
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// End the subroutine.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RET) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
void DxbcShaderTranslator::
CompleteShaderCode_ROV_DepthStencilSampleSubroutine() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LABEL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_depth_stencil_sample_);
// Load the old depth/stencil value to VGPR [0].z.
// VGPR [0].x = new depth
// VGPR [0].z = old depth/stencil
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
++stat_.instruction_count;
++stat_.texture_load_instructions;
// Extract the old depth part to VGPR [0].w.
// VGPR [0].x = new depth
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Get the difference between the new and the old depth, > 0 - greater, == 0 -
// equal, < 0 - less, to VGPR [1].x.
// VGPR [0].x = new depth
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
// VGPR [1].x = depth difference
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 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_temps_subroutine_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if the depth is "less" or "greater or equal" to VGPR [0].y.
// VGPR [0].x = new depth
// VGPR [0].y = depth difference less than 0
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
// VGPR [1].x = depth difference
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ILT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Choose the passed depth function bits for "less" or for "greater" to VGPR
// [0].y.
// VGPR [0].x = new depth
// VGPR [0].y = depth function passed bits for "less" or "greater"
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
// VGPR [1].x = depth difference
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthPassIfLess);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthPassIfGreater);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Do the "equal" testing to VGPR [0].y.
// VGPR [0].x = new depth
// VGPR [0].y = depth function passed bits
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthPassIfEqual);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Mask the resulting bits with the ones that should pass to VGPR [0].y.
// VGPR [0].x = new depth
// VGPR [0].y = masked depth function passed bits
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Set bit 0 of the result to 0 (passed) or 1 (reject) based on the result of
// the depth test.
// VGPR [0].x = new depth
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
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(1);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Extract the depth write flag to SGPR [1].x.
// VGPR [0].x = new depth
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = old depth
// SGPR [1].x = depth write mask
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthWrite);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// If depth writing is disabled, don't change the depth.
// VGPR [0].x = new depth
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Create packed depth/stencil, with the stencil value unchanged at this
// point.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(24);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Extract the stencil test bit to SGPR [0].w.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// SGPR [0].w = stencil test enabled
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVStencilTest);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if stencil test is enabled.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Check the current face to get the reference and apply the read mask.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_INPUT, 0, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInFrontFace));
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
system_constants_used_ |= 1ull << kSysConst_EDRAMStencil_Index;
for (uint32_t i = 0; i < 2; ++i) {
uint32_t stencil_vec =
i ? kSysConst_EDRAMStencil_Back_Vec : kSysConst_EDRAMStencil_Front_Vec;
// Copy the read-masked stencil reference to VGPR [0].w.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = read-masked stencil reference
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_Reference_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(stencil_vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_ReadMask_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(stencil_vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Read-mask the old stencil value to VGPR [1].x.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = read-masked stencil reference
// VGPR [1].x = read-masked old stencil
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_ReadMask_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(stencil_vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Go to the back face or close the face check.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(i ? D3D10_SB_OPCODE_ENDIF
: D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Get the difference between the new and the old stencil, > 0 - greater,
// == 0 - equal, < 0 - less, to VGPR [0].w.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil difference
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
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_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if the stencil is "less" or "greater or equal" to VGPR [1].x.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil difference
// VGPR [1].x = stencil difference less than 0
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ILT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Choose the passed depth function bits for "less" or for "greater" to VGPR
// [0].y.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil difference
// VGPR [1].x = stencil function passed bits for "less" or "greater"
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_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0b001);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0b100);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Do the "equal" testing to VGPR [0].w.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil function passed bits
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, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0b010);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Get the comparison function and the operations for the current face to
// VGPR [1].x.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil function passed bits
// VGPR [1].x = stencil function and operations
system_constants_used_ |= 1ull << kSysConst_EDRAMStencil_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInFrontFace));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_FuncOps_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMStencil_Front_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_FuncOps_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMStencil_Back_Vec);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Mask the resulting bits with the ones that should pass to VGPR [0].w (the
// comparison function is in the low 3 bits of the constant, and only ANDing
// 3-bit values with it, so safe not to UBFE the function).
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil test result
// VGPR [1].x = stencil function and operations
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(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Choose the stencil pass operation depending on whether depth test has
// failed.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil test result
// VGPR [1].x = stencil function and operations
// VGPR [1].y = pass or depth fail operation shift
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_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(9);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(6);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Merge the depth/stencil test results to VGPR [0].y.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil test result
// VGPR [1].x = stencil function and operations
// VGPR [1].y = pass or depth fail operation shift
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Choose the final operation to according to whether the stencil test has
// passed.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil operation shift
// VGPR [1].x = stencil function and operations
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, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Extract the needed stencil operation to VGPR [0].w.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = stencil operation
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Open the stencil operation switch for writing the new stencil (not caring
// about bits 8:31) to VGPR [0].w.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Zero (1).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Replace (2).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(2);
++stat_.instruction_count;
++stat_.static_flow_control_count;
system_constants_used_ |= 1ull << kSysConst_EDRAMStencil_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInFrontFace));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_Reference_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMStencil_Front_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_Reference_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMStencil_Back_Vec);
++stat_.instruction_count;
++stat_.movc_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Increment/decrement and saturate (3/4).
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(3 + i);
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Clear the upper bits for saturation.
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(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xFF);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Increment/decrement.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i ? uint32_t(-1) : 1);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Saturate.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(i ? D3D10_SB_OPCODE_IMAX
: D3D10_SB_OPCODE_IMIN) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i ? 0 : 0xFF);
++stat_.instruction_count;
++stat_.int_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Invert (5).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(5);
++stat_.instruction_count;
++stat_.static_flow_control_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NOT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Increment/decrement and wrap (6/7).
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_CASE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(6 + i);
++stat_.instruction_count;
++stat_.static_flow_control_count;
// Increment/decrement.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(i ? uint32_t(-1) : 1);
++stat_.instruction_count;
++stat_.int_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Keep (0).
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DEFAULT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
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, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_BREAK) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Close the new stencil switch.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = unmasked new stencil
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Select the stencil write mask for the face to VGPR [1].x.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = unmasked new stencil
// VGPR [1].x = stencil write mask
system_constants_used_ |= 1ull << kSysConst_EDRAMStencil_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(13));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_INPUT, 0, 1));
shader_code_.push_back(uint32_t(InOutRegister::kPSInFrontFace));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_WriteMask_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMStencil_Front_Vec);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER,
kSysConst_EDRAMStencil_WriteMask_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMStencil_Back_Vec);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Apply the write mask to the new stencil, also dropping the upper 24 bits.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = masked new stencil
// VGPR [1].x = stencil write mask
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(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Invert the write mask for keeping the old stencil and the depth bits to
// VGPR [1].x.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = masked new stencil
// VGPR [1].x = inverted stencil write mask
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NOT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Remove the bits that will be replaced from the new combined depth/stencil.
// VGPR [0].x = masked new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
// VGPR [0].w = masked new stencil
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Merge the old and the new stencil.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = old depth/stencil
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Close the stencil test check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Check if the depth/stencil has failed not to modify the depth if it has.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// If the depth/stencil test has failed, don't change the depth.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_BFI) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Close the depth/stencil failure check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Check if need to write - if depth/stencil is different - to VGPR [0].z.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// VGPR [0].z = whether depth/stencil has changed
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_INE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if need to write.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
bool depth_stencil_early = ROV_IsDepthStencilEarly();
if (depth_stencil_early) {
// Get if early depth/stencil write is enabled to SGPR [0].z.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
// SGPR [0].z = whether early depth/stencil write is enabled
system_constants_used_ |= 1ull << kSysConst_Flags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSysConst_Flags_Comp, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_Flags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kSysFlag_ROVDepthStencilEarlyWrite);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to write early.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
}
// Write the new depth/stencil.
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
if (depth_stencil_early) {
// Need to still run the shader to know whether to write the depth/stencil
// value.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Set bit 4 of the result if need to write later (after checking if the
// sample is not discarded by a kill instruction, alphatest or
// alpha-to-coverage).
// VGPR [0].x = new depth/stencil
// VGPR [0].y = depth/stencil test failure, deferred write bits
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, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << 4);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Close the early depth/stencil check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Close the write check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// End the subroutine.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RET) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
void DxbcShaderTranslator::CompleteShaderCode_ROV_ColorSampleSubroutine(
uint32_t rt_index) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_LABEL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_LABEL, 1));
shader_code_.push_back(label_rov_color_sample_[rt_index]);
uint32_t keep_mask_vec = kSysConst_EDRAMRTKeepMask_Vec + (rt_index >> 1);
uint32_t keep_mask_component = (rt_index & 1) * 2;
uint32_t keep_mask_swizzle = (rt_index & 1) ? 0b1110 : 0b0100;
// ***************************************************************************
// Checking if color loading must be done - if any component needs to be kept
// or if blending is enabled.
// ***************************************************************************
// Check if need to keep any components to SGPR [0].z.
// VGPRs [0].xy - packed source color/alpha if not blending.
// SGPR [0].z - whether any components must be kept (OR of keep masks).
system_constants_used_ |= 1ull << kSysConst_EDRAMRTKeepMask_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, keep_mask_component, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(keep_mask_vec);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, keep_mask_component + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(keep_mask_vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Blending isn't done if it's 1 * source + 0 * destination. But since the
// previous color also needs to be loaded if any original components need to
// be kept, force the blend control to something with blending in this case
// in SGPR [0].z.
// VGPRs [0].xy - packed source color/alpha if not blending.
// SGPR [0].z - blending mode used to check if need to load.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
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_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Get if the blend control requires loading the color to SGPR [0].z.
// VGPRs [0].xy - packed source color/alpha if not blending.
// SGPR [0].z - whether need to load the color.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_INE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x00010001);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if need to do something with the previous color.
// VGPRs [0].xy - packed source color/alpha if not blending.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// ***************************************************************************
// Loading the previous color to SGPR [0].zw.
// ***************************************************************************
// Get if the format is 64bpp to SGPR [0].z.
// VGPRs [0].xy - packed source color/alpha if not blending.
// SGPR [0].z - whether the render target is 64bpp.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_64bpp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the format is 64bpp.
// VGPRs [0].xy - packed source color/alpha if not blending.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Load the lower 32 bits of the 64bpp color to VGPR [0].z.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPR [0].z - lower 32 bits of the packed color.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
++stat_.instruction_count;
++stat_.texture_load_instructions;
// Get the address of the upper 32 bits of the color to VGPR [0].w.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPR [0].z - lower 32 bits of the packed color.
// VGPR [0].w - address of the upper 32 bits of the packed color.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Load the upper 32 bits of the 64bpp color to VGPR [0].w.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPRs [0].zw - packed destination color/alpha.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
++stat_.instruction_count;
++stat_.texture_load_instructions;
// The color is 32bpp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Load the 32bpp color to VGPR [0].z.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPR [0].z - packed 32bpp destination color.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_LD_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
++stat_.instruction_count;
++stat_.texture_load_instructions;
// Break register dependency in VGPR [0].w if the color is 32bpp.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPRs [0].zw - packed destination color/alpha.
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, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Close the color load check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if blending is enabled to SGPR [1].x.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPRs [0].zw - packed destination color/alpha.
// SGPR [1].x - whether blending is enabled.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_INE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x00010001);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Check if need to blend.
// VGPRs [0].xy - packed source color/alpha if not blending.
// VGPRs [0].zw - packed destination color/alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Now, when blending is enabled, registers [0].xy are used as scratch.
// Unpack the destination color to VGPRs [1].xyzw, using [0].xy as temps. The
// destination color never needs clamping because out-of-range values can't be
// loaded.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
ROV_UnpackColor(rt_index, system_temps_subroutine_, 2,
system_temps_subroutine_ + 1, system_temps_subroutine_, 0,
system_temps_subroutine_, 1);
// ***************************************************************************
// Color blending.
// ***************************************************************************
// Extract the color min/max bit to SGPR [0].x.
// SGPR [0].x - whether min/max should be used for color.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (5 + 1));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to do min/max for color.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Extract the color min (0) or max (1) bit to SGPR [0].x.
// SGPR [0].x - whether min or max should be used for color.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << 5);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to do min or max for color.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
for (uint32_t i = 0; i < 2; ++i) {
if (i) {
// Need to do min.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Do min/max of the colors without applying the factors to VGPRs [1].xyz.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - blended color, destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_color_[rt_index]);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the min or max check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Need to do blend colors with the factors.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the source color factor to SGPR [0].x.
// SGPR [0].x - source color factor index.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back((1 << 5) - 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the source color factor is not zero - if it is, the source must be
// ignored completely, and Infinity and NaN in it shouldn't affect blending.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Open the switch for choosing the source color blend factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Write the source color factor to VGPRs [2].xyz.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - unclamped source color factor.
ROV_HandleColorBlendFactorCases(system_temps_color_[rt_index],
system_temps_subroutine_ + 1,
system_temps_subroutine_ + 2);
// Close the source color factor switch.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if the render target color is fixed-point and the source color factor
// needs clamping to SGPR [0].x.
// SGPR [0].x - whether color is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - unclamped source color factor.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_FixedPointColor);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the source color factor needs clamping.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the source color factor in VGPRs [2].xyz.
// SGPR [0].x - whether color is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color factor.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the source color factor clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Apply the factor to the source color.
// SGPR [0].x - whether color is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - unclamped source color part without addition sign.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_color_[rt_index]);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if the source color part needs clamping after the multiplication.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - unclamped source color part without addition sign.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the source color part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part without addition sign.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the source color part clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the source color sign to SGPR [0].x.
// SGPR [0].x - source color sign as zero for 1 and non-zero for -1.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part without addition sign.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (5 + 2));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Apply the source color sign.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
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, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
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_temps_subroutine_ + 2);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// The source color factor is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Write zero to the source color part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
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_.mov_instruction_count;
// Close the source color factor zero check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the destination color factor to SGPR [0].x.
// SGPR [0].x - destination color factor index.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(5);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(8);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the destination color factor is not zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Open the switch for choosing the destination color blend factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Write the destination color factor to VGPRs [3].xyz.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
// VGPRs [3].xyz - unclamped destination color factor.
ROV_HandleColorBlendFactorCases(system_temps_color_[rt_index],
system_temps_subroutine_ + 1,
system_temps_subroutine_ + 3);
// Close the destination color factor switch.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if the render target color is fixed-point and the destination color
// factor needs clamping to SGPR [0].x.
// SGPR [0].x - whether color is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
// VGPRs [3].xyz - unclamped destination color factor.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_FixedPointColor);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the destination color factor needs clamping.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the destination color factor in VGPRs [3].xyz.
// SGPR [0].x - whether color is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - destination color/alpha.
// VGPRs [2].xyz - source color part.
// VGPRs [3].xyz - destination color factor.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 3);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 3);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the destination color factor clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Apply the factor to the destination color in VGPRs [1].xyz.
// SGPR [0].x - whether color is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - unclamped destination color part without addition sign.
// VGPR [1].w - destination alpha.
// VGPRs [2].xyz - source color part.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 3);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if the destination color part needs clamping after the
// multiplication.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - unclamped destination color part without addition sign.
// VGPR [1].w - destination alpha.
// VGPRs [2].xyz - source color part.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the destination color part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - destination color part without addition sign.
// VGPR [1].w - destination alpha.
// VGPRs [2].xyz - source color part.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the destination color part clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the destination color sign to SGPR [0].x.
// SGPR [0].x - destination color sign as zero for 1 and non-zero for -1.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - destination color part without addition sign.
// VGPR [1].w - destination alpha.
// VGPRs [2].xyz - source color part.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << 5);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Select the sign for destination multiply-add as 1.0 or -1.0 to SGPR [0].x.
// SGPR [0].x - destination color sign as float.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - destination color part without addition sign.
// VGPR [1].w - destination alpha.
// VGPRs [2].xyz - source color part.
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xBF800000u);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000u);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Perform color blending to VGPRs [1].xyz.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - unclamped blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
++stat_.instruction_count;
++stat_.float_instruction_count;
// The destination color factor is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Write the source color part without applying the destination color.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - unclamped blended color.
// VGPR [1].w - destination alpha.
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, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Close the destination color factor zero check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Clamp the color in VGPRs [1].xyz before packing.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0111, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the color min/max enabled check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// Alpha blending.
// ***************************************************************************
// Extract the alpha min/max bit to SGPR [0].x.
// SGPR [0].x - whether min/max should be used for alpha.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (21 + 1));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to do min/max for alpha.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Extract the alpha min (0) or max (1) bit to SGPR [0].x.
// SGPR [0].x - whether min or max should be used for alpha.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << 21);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if need to do min or max for alpha.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
for (uint32_t i = 0; i < 2; ++i) {
if (i) {
// Need to do min.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
}
// Do min/max of the alphas without applying the factors to VGPRs [1].xyz.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color/alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : 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_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_color_[rt_index]);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the min or max check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Need to do blend colors with the factors.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the source alpha factor to SGPR [0].x.
// SGPR [0].x - source alpha factor index.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(5);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(16);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the source alpha factor is not zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Open the switch for choosing the source alpha blend factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Write the source alpha factor to VGPR [0].x.
// VGPR [0].x - unclamped source alpha factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
ROV_HandleAlphaBlendFactorCases(system_temps_color_[rt_index],
system_temps_subroutine_ + 1,
system_temps_subroutine_, 0);
// Close the source alpha factor switch.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if the render target alpha is fixed-point and the source alpha factor
// needs clamping to SGPR [0].y.
// VGPR [0].x - unclamped source alpha factor.
// SGPR [0].y - whether alpha is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_FixedPointAlpha);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the source alpha factor needs clamping.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the source alpha factor in VGPR [0].x.
// VGPR [0].x - source alpha factor.
// SGPR [0].y - whether alpha is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2 + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the source alpha factor clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Apply the factor to the source alpha.
// VGPR [0].x - unclamped source alpha part without addition sign.
// SGPR [0].y - whether alpha is fixed-point.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_color_[rt_index]);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if the source alpha part needs clamping after the multiplication.
// VGPR [0].x - unclamped source alpha part without addition sign.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the source alpha part.
// VGPR [0].x - source alpha part without addition sign.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2 + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the source alpha part clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the source alpha sign to SGPR [0].y.
// VGPR [0].x - source alpha part without addition sign.
// SGPR [0].y - source alpha sign as zero for 1 and non-zero for -1.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << (21 + 2));
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Apply the source alpha sign.
// VGPR [0].x - source alpha part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
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, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// The source alpha factor is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Write zero to the source alpha part.
// VGPR [0].x - source alpha part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
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_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Close the source alpha factor zero check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the destination alpha factor to SGPR [1].y.
// VGPR [0].x - source alpha part.
// SGPR [0].y - destination alpha factor index.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(11));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(5);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(24);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the destination alpha factor is not zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Open the switch for choosing the destination alpha blend factor.
// VGPR [0].x - source alpha part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_SWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Write the destination alpha factor to VGPR [0].y.
// VGPR [0].x - source alpha part.
// VGPR [0].y - unclamped destination alpha factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
ROV_HandleAlphaBlendFactorCases(system_temps_color_[rt_index],
system_temps_subroutine_ + 1,
system_temps_subroutine_, 1);
// Close the destination alpha factor switch.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDSWITCH) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Get if the render target alpha is fixed-point and the destination alpha
// factor needs clamping to SGPR [2].x.
// VGPR [0].x - source alpha part.
// VGPR [0].y - unclamped destination alpha factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
// SGPR [2].x - whether alpha is fixed-point.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0001, 1));
shader_code_.push_back(system_temps_subroutine_ + 2);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_FixedPointAlpha);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the destination alpha factor needs clamping.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_ + 2);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the destination alpha factor in VGPR [0].y.
// VGPR [0].x - source alpha part.
// VGPR [0].y - destination alpha factor.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha.
// SGPR [2].x - whether alpha is fixed-point.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2 + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the destination alpha factor clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Apply the factor to the destination alpha in VGPR [1].w.
// VGPR [0].x - source alpha part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - unclamped destination alpha part without addition sign.
// SGPR [2].x - whether alpha is fixed-point.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MUL) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// Check if the destination alpha part needs clamping after the
// multiplication.
// VGPR [0].x - source alpha part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - unclamped destination alpha part without addition sign.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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_temps_subroutine_ + 2);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Clamp the destination alpha part.
// VGPR [0].x - source alpha part.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha part without addition sign.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2 + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the destination alpha factor clamping check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Extract the destination alpha sign to SGPR [0].y.
// VGPR [0].x - source alpha part.
// SGPR [0].y - destination alpha sign as zero for 1 and non-zero for -1.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha part without addition sign.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTBlendFactorsOps_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTBlendFactorsOps_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1 << 21);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Select the sign for destination multiply-add as 1.0 or -1.0 to SGPR [0].y.
// VGPR [0].x - source alpha part.
// SGPR [0].y - destination alpha sign as float.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - destination alpha part without addition 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, 0b0010, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0xBF800000u);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0x3F800000u);
++stat_.instruction_count;
++stat_.movc_instruction_count;
// Perform alpha blending to VGPR [1].w.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - unclamped blended alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MAD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.float_instruction_count;
// The destination alpha factor is zero.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Write the source alpha part without applying the destination alpha.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyz - blended color.
// VGPR [1].w - unclamped blended alpha.
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, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.mov_instruction_count;
// Close the destination alpha factor zero check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Clamp the alpha in VGPR [1].w before packing.
// VGPRs [0].zw - packed destination color/alpha.
// VGPRs [1].xyzw - blended color/alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTClamp_Index;
for (uint32_t i = 0; i < 2; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(
i ? D3D10_SB_OPCODE_MIN : D3D10_SB_OPCODE_MAX) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1000, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i * 2 + 1, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTClamp_Vec + rt_index);
++stat_.instruction_count;
++stat_.float_instruction_count;
}
// Close the alpha min/max enabled check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Pack the new color/alpha to VGPRs [0].xy, using VGPRs [2].xy as temporary.
// VGPRs [0].xy - packed new color/alpha.
// VGPRs [0].zw - packed old color/alpha.
ROV_PackPreClampedColor(
rt_index, system_temps_subroutine_ + 1, system_temps_subroutine_, 0,
system_temps_subroutine_ + 2, 0, system_temps_subroutine_ + 2, 1);
// Close the blending check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// Write mask application
// ***************************************************************************
// Apply the keep mask to the previous packed color/alpha in VGPRs [0].zw.
// VGPRs [0].xy - packed new color/alpha.
// VGPRs [0].zw - masked packed old color/alpha.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTKeepMask_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, keep_mask_swizzle << 4, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(keep_mask_vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Invert the keep mask into SGPRs [1].xy.
// VGPRs [0].xy - packed new color/alpha.
// VGPRs [0].zw - masked packed old color/alpha.
// SGPRs [1].xy - inverted keep mask (write mask).
system_constants_used_ |= 1ull << kSysConst_EDRAMRTKeepMask_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_NOT) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0011, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, keep_mask_swizzle, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(keep_mask_vec);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Apply the write mask to the new color/alpha in VGPRs [0].xy.
// VGPRs [0].xy - masked packed new color/alpha.
// VGPRs [0].zw - masked packed old color/alpha.
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(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(system_temps_subroutine_ + 1);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Combine the masked colors into VGPRs [0].xy.
// VGPRs [0].xy - packed resulting color/alpha.
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_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00000100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSwizzledOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b00001110, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Close the previous color load check.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// ***************************************************************************
// Writing the color
// ***************************************************************************
// Get if the format is 64bpp to SGPR [0].z.
// VGPRs [0].xy - packed resulting color/alpha.
// SGPR [0].z - whether the render target is 64bpp.
system_constants_used_ |= 1ull << kSysConst_EDRAMRTFormatFlags_Index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(EncodeVectorSelectOperand(
D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, rt_index, 3));
shader_code_.push_back(cbuffer_index_system_constants_);
shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
shader_code_.push_back(kSysConst_EDRAMRTFormatFlags_Vec);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(kRTFormatFlag_64bpp);
++stat_.instruction_count;
++stat_.uint_instruction_count;
// Check if the format is 64bpp.
// VGPRs [0].xy - packed resulting color/alpha.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.dynamic_flow_control_count;
// Store the lower 32 bits of the 64bpp color.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
// Get the address of the upper 32 bits of the color to VGPR [0].z (can't use
// [0].x because components when not blending, packing is done once for all
// samples).
// VGPRs [0].xy - packed resulting color/alpha.
// VGPR [0].z - address of the upper 32 bits of the packed color.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IADD) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b0100, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, 3, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(1);
++stat_.instruction_count;
++stat_.int_instruction_count;
// Store the upper 32 bits of the 64bpp color.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temps_subroutine_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 1, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
// The color is 32bpp.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ELSE) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// Store the 32bpp color.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_STORE_UAV_TYPED) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D11_SB_OPERAND_TYPE_UNORDERED_ACCESS_VIEW, 0b1111, 2));
shader_code_.push_back(ROV_GetEDRAMUAVIndex());
shader_code_.push_back(uint32_t(UAVRegister::kEDRAM));
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 2, 1));
shader_code_.push_back(system_temp_rov_params_);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0, 1));
shader_code_.push_back(system_temps_subroutine_);
++stat_.instruction_count;
++stat_.c_texture_store_instructions;
// Close the 64bpp/32bpp conditional.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ENDIF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
// End the subroutine.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_RET) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(1));
++stat_.instruction_count;
++stat_.static_flow_control_count;
}
} // namespace gpu
} // namespace xe