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Xenia-Canary/src/xenia/gpu/dxbc_shader_translator.h

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/**
******************************************************************************
* 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. *
******************************************************************************
*/
#ifndef XENIA_GPU_DXBC_SHADER_TRANSLATOR_H_
#define XENIA_GPU_DXBC_SHADER_TRANSLATOR_H_
#include <cstddef>
#include <cstring>
#include <string>
#include <vector>
#include "xenia/base/math.h"
#include "xenia/base/string_buffer.h"
#include "xenia/gpu/dxbc.h"
#include "xenia/gpu/shader_translator.h"
#include "xenia/ui/graphics_provider.h"
namespace xe {
namespace gpu {
// Generates shader model 5_1 byte code (for Direct3D 12).
//
// IMPORTANT CONTRIBUTION NOTES:
//
// While DXBC may look like a flexible and high-level representation with highly
// generalized building blocks, actually it has a lot of restrictions on operand
// usage!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!DO NOT ADD ANYTHING FXC THAT WOULD NOT PRODUCE!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// Before adding any sequence that you haven't seen in Xenia, try writing
// equivalent code in HLSL and running it through FXC, try with /Od, try with
// full optimization, but if you see that FXC follows a different pattern than
// what you are expecting, do what FXC does!!!
// SEE THE NOTES DXBC.H BEFORE WRITING ANYTHING RELATED TO DXBC!
class DxbcShaderTranslator : public ShaderTranslator {
public:
DxbcShaderTranslator(ui::GraphicsProvider::GpuVendorID vendor_id,
bool bindless_resources_used, bool edram_rov_used,
bool gamma_render_target_as_srgb = false,
bool msaa_2x_supported = true,
uint32_t draw_resolution_scale = 1,
bool force_emit_source_map = false);
~DxbcShaderTranslator() override;
union Modification {
// If anything in this is structure is changed in a way not compatible with
// the previous layout, invalidate the pipeline storages by increasing this
// version number (0xYYYYMMDD)!
static constexpr uint32_t kVersion = 0x20210425;
enum class DepthStencilMode : uint32_t {
kNoModifiers,
// [earlydepthstencil] - enable if alpha test and alpha to coverage are
// disabled; ignored if anything in the shader blocks early Z writing.
kEarlyHint,
// Converting the depth to the closest 32-bit float representable exactly
// as a 20e4 float, to support invariance in cases when the guest
// reuploads a previously resolved depth buffer to the EDRAM, rounding
// towards zero (which contradicts the rounding used by the Direct3D 9
// reference rasterizer, but allows SV_DepthLessEqual to be used to allow
// slightly coarse early Z culling; also truncating regardless of whether
// the shader writes depth and thus always uses SV_Depth, for
// consistency). MSAA is limited - depth must be per-sample
// (SV_DepthLessEqual also explicitly requires sample or centroid position
// interpolation), thus the sampler has to run at sample frequency even if
// the device supports stencil loading and thus true non-ROV MSAA via
// SV_StencilRef.
// Fixed-function viewport depth bounds must be snapped to float24 for
// clamping purposes.
kFloat24Truncating,
// Similar to kFloat24Truncating, but rounding to the nearest even,
// however, always using SV_Depth rather than SV_DepthLessEqual because
// rounding up results in a bigger value. Same viewport usage rules apply.
kFloat24Rounding,
};
struct VertexShaderModification {
// Dynamically indexable register count from SQ_PROGRAM_CNTL.
uint32_t dynamic_addressable_register_count : 8;
// Pipeline stage and input configuration.
Shader::HostVertexShaderType host_vertex_shader_type
: Shader::kHostVertexShaderTypeBitCount;
} vertex;
struct PixelShaderModification {
// Dynamically indexable register count from SQ_PROGRAM_CNTL.
uint32_t dynamic_addressable_register_count : 8;
// Non-ROV - depth / stencil output mode.
DepthStencilMode depth_stencil_mode : 2;
} pixel;
uint64_t value = 0;
Modification(uint64_t modification_value = 0) : value(modification_value) {}
};
// Constant buffer bindings in space 0.
enum class CbufferRegister {
kSystemConstants,
kFloatConstants,
kBoolLoopConstants,
kFetchConstants,
kDescriptorIndices,
};
// Some are referenced in xenos_draw.hlsli - check it too when updating!
enum : uint32_t {
kSysFlag_SharedMemoryIsUAV_Shift,
kSysFlag_XYDividedByW_Shift,
kSysFlag_ZDividedByW_Shift,
kSysFlag_WNotReciprocal_Shift,
kSysFlag_UserClipPlane0_Shift,
kSysFlag_UserClipPlane1_Shift,
kSysFlag_UserClipPlane2_Shift,
kSysFlag_UserClipPlane3_Shift,
kSysFlag_UserClipPlane4_Shift,
kSysFlag_UserClipPlane5_Shift,
kSysFlag_KillIfAnyVertexKilled_Shift,
kSysFlag_PrimitivePolygonal_Shift,
kSysFlag_DepthFloat24_Shift,
kSysFlag_AlphaPassIfLess_Shift,
kSysFlag_AlphaPassIfEqual_Shift,
kSysFlag_AlphaPassIfGreater_Shift,
kSysFlag_ConvertColor0ToGamma_Shift,
kSysFlag_ConvertColor1ToGamma_Shift,
kSysFlag_ConvertColor2ToGamma_Shift,
kSysFlag_ConvertColor3ToGamma_Shift,
kSysFlag_ROVDepthStencil_Shift,
kSysFlag_ROVDepthPassIfLess_Shift,
kSysFlag_ROVDepthPassIfEqual_Shift,
kSysFlag_ROVDepthPassIfGreater_Shift,
// 1 to write new depth to the depth buffer, 0 to keep the old one if the
// depth test passes.
kSysFlag_ROVDepthWrite_Shift,
kSysFlag_ROVStencilTest_Shift,
// If the depth / stencil test has failed, but resulted in a stencil value
// that is different than the one currently in the depth buffer, write it
// anyway and don't run the rest of the shader (to check if the sample may
// be discarded some way) - use when alpha test and alpha to coverage are
// disabled. Ignored by the shader if not applicable to it (like if it has
// kill instructions or writes the depth output).
// TODO(Triang3l): Investigate replacement with an alpha-to-mask flag,
// checking `(flags & (alpha test | alpha to mask)) == (always | disabled)`,
// taking into account the potential relation with occlusion queries (but
// should be safe at least temporarily).
kSysFlag_ROVDepthStencilEarlyWrite_Shift,
kSysFlag_Count,
kSysFlag_SharedMemoryIsUAV = 1u << kSysFlag_SharedMemoryIsUAV_Shift,
kSysFlag_XYDividedByW = 1u << kSysFlag_XYDividedByW_Shift,
kSysFlag_ZDividedByW = 1u << kSysFlag_ZDividedByW_Shift,
kSysFlag_WNotReciprocal = 1u << kSysFlag_WNotReciprocal_Shift,
kSysFlag_UserClipPlane0 = 1u << kSysFlag_UserClipPlane0_Shift,
kSysFlag_UserClipPlane1 = 1u << kSysFlag_UserClipPlane1_Shift,
kSysFlag_UserClipPlane2 = 1u << kSysFlag_UserClipPlane2_Shift,
kSysFlag_UserClipPlane3 = 1u << kSysFlag_UserClipPlane3_Shift,
kSysFlag_UserClipPlane4 = 1u << kSysFlag_UserClipPlane4_Shift,
kSysFlag_UserClipPlane5 = 1u << kSysFlag_UserClipPlane5_Shift,
kSysFlag_KillIfAnyVertexKilled = 1u << kSysFlag_KillIfAnyVertexKilled_Shift,
kSysFlag_PrimitivePolygonal = 1u << kSysFlag_PrimitivePolygonal_Shift,
kSysFlag_DepthFloat24 = 1u << kSysFlag_DepthFloat24_Shift,
kSysFlag_AlphaPassIfLess = 1u << kSysFlag_AlphaPassIfLess_Shift,
kSysFlag_AlphaPassIfEqual = 1u << kSysFlag_AlphaPassIfEqual_Shift,
kSysFlag_AlphaPassIfGreater = 1u << kSysFlag_AlphaPassIfGreater_Shift,
kSysFlag_ConvertColor0ToGamma = 1u << kSysFlag_ConvertColor0ToGamma_Shift,
kSysFlag_ConvertColor1ToGamma = 1u << kSysFlag_ConvertColor1ToGamma_Shift,
kSysFlag_ConvertColor2ToGamma = 1u << kSysFlag_ConvertColor2ToGamma_Shift,
kSysFlag_ConvertColor3ToGamma = 1u << kSysFlag_ConvertColor3ToGamma_Shift,
kSysFlag_ROVDepthStencil = 1u << kSysFlag_ROVDepthStencil_Shift,
kSysFlag_ROVDepthPassIfLess = 1u << kSysFlag_ROVDepthPassIfLess_Shift,
kSysFlag_ROVDepthPassIfEqual = 1u << kSysFlag_ROVDepthPassIfEqual_Shift,
kSysFlag_ROVDepthPassIfGreater = 1u << kSysFlag_ROVDepthPassIfGreater_Shift,
kSysFlag_ROVDepthWrite = 1u << kSysFlag_ROVDepthWrite_Shift,
kSysFlag_ROVStencilTest = 1u << kSysFlag_ROVStencilTest_Shift,
kSysFlag_ROVDepthStencilEarlyWrite =
1u << kSysFlag_ROVDepthStencilEarlyWrite_Shift,
};
static_assert(kSysFlag_Count <= 32, "Too many flags in the system constants");
// Appended to the format in the format constant.
enum : uint32_t {
// Starting from bit 4 because the format itself needs 4 bits.
kRTFormatFlag_64bpp_Shift = 4,
// Requires clamping of blending sources and factors.
kRTFormatFlag_FixedPointColor_Shift,
kRTFormatFlag_FixedPointAlpha_Shift,
kRTFormatFlag_64bpp = 1u << kRTFormatFlag_64bpp_Shift,
kRTFormatFlag_FixedPointColor = 1u << kRTFormatFlag_FixedPointColor_Shift,
kRTFormatFlag_FixedPointAlpha = 1u << kRTFormatFlag_FixedPointAlpha_Shift,
};
// IF SYSTEM CONSTANTS ARE CHANGED OR ADDED, THE FOLLOWING MUST BE UPDATED:
// - SystemConstants::Index enum.
// - system_constant_rdef_.
// - d3d12/shaders/xenos_draw.hlsli (for geometry shaders).
struct SystemConstants {
uint32_t flags;
union {
struct {
float tessellation_factor_range_min;
float tessellation_factor_range_max;
};
float tessellation_factor_range[2];
};
uint32_t line_loop_closing_index;
xenos::Endian vertex_index_endian;
uint32_t vertex_index_offset;
union {
struct {
uint32_t vertex_index_min;
uint32_t vertex_index_max;
};
uint32_t vertex_index_min_max[2];
};
float user_clip_planes[6][4];
float ndc_scale[3];
float point_size_x;
float ndc_offset[3];
float point_size_y;
union {
struct {
float point_size_min;
float point_size_max;
};
float point_size_min_max[2];
};
// Screen point size * 2 (but not supersampled) -> size in NDC.
float point_screen_to_ndc[2];
uint32_t interpolator_sampling_pattern;
uint32_t ps_param_gen;
// Log2 of X and Y sample size. Used for alpha to mask, and for MSAA with
// ROV, this is used for EDRAM address calculation.
uint32_t sample_count_log2[2];
// Each byte contains post-swizzle TextureSign values for each of the needed
// components of each of the 32 used texture fetch constants.
uint32_t texture_swizzled_signs[8];
// Whether the contents of each texture in fetch constants comes from a
// resolve operation.
uint32_t textures_resolved;
float alpha_test_reference;
// If alpha to mask is disabled, the entire alpha_to_mask value must be 0.
// If alpha to mask is enabled, bits 0:7 are sample offsets, and bit 8 must
// be 1.
uint32_t alpha_to_mask;
uint32_t edram_pitch_tiles;
float color_exp_bias[4];
union {
struct {
float edram_poly_offset_front_scale;
float edram_poly_offset_front_offset;
};
float edram_poly_offset_front[2];
};
union {
struct {
float edram_poly_offset_back_scale;
float edram_poly_offset_back_offset;
};
float edram_poly_offset_back[2];
};
uint32_t edram_depth_base_dwords;
uint32_t padding_edram_depth_base_dwords[3];
// In stencil function/operations (they match the layout of the
// function/operations in RB_DEPTHCONTROL):
// 0:2 - comparison function (bit 0 - less, bit 1 - equal, bit 2 - greater).
// 3:5 - fail operation.
// 6:8 - pass operation.
// 9:11 - depth fail operation.
union {
struct {
uint32_t edram_stencil_front_reference;
uint32_t edram_stencil_front_read_mask;
uint32_t edram_stencil_front_write_mask;
uint32_t edram_stencil_front_func_ops;
uint32_t edram_stencil_back_reference;
uint32_t edram_stencil_back_read_mask;
uint32_t edram_stencil_back_write_mask;
uint32_t edram_stencil_back_func_ops;
};
struct {
uint32_t edram_stencil_front[4];
uint32_t edram_stencil_back[4];
};
uint32_t edram_stencil[2][4];
};
uint32_t edram_rt_base_dwords_scaled[4];
// RT format combined with kRTFormatFlags.
uint32_t edram_rt_format_flags[4];
// Format info - values to clamp the color to before blending or storing.
// Low color, low alpha, high color, high alpha.
float edram_rt_clamp[4][4];
// Format info - mask to apply to the old packed RT data, and to apply as
// inverted to the new packed data, before storing (more or less the inverse
// of the write mask packed like render target channels). This can be used
// to bypass unpacking if blending is not used. If 0 and not blending,
// reading the old data from the EDRAM buffer is not required.
uint32_t edram_rt_keep_mask[4][2];
// Render target blending options - RB_BLENDCONTROL, with only the relevant
// options (factors and operations - AND 0x1FFF1FFF). If 0x00010001
// (1 * src + 0 * dst), blending is disabled for the render target.
uint32_t edram_rt_blend_factors_ops[4];
// The constant blend factor for the respective modes.
float edram_blend_constant[4];
private:
friend class DxbcShaderTranslator;
enum class Index : uint32_t {
kFlags,
kTessellationFactorRange,
kLineLoopClosingIndex,
kVertexIndexEndian,
kVertexIndexOffset,
kVertexIndexMinMax,
kUserClipPlanes,
kNDCScale,
kPointSizeX,
kNDCOffset,
kPointSizeY,
kPointSizeMinMax,
kPointScreenToNDC,
kInterpolatorSamplingPattern,
kPSParamGen,
kSampleCountLog2,
kTextureSwizzledSigns,
kTexturesResolved,
kAlphaTestReference,
kAlphaToMask,
kEdramPitchTiles,
kColorExpBias,
kEdramPolyOffsetFront,
kEdramPolyOffsetBack,
kEdramDepthBaseDwords,
kEdramStencil,
kEdramRTBaseDwordsScaled,
kEdramRTFormatFlags,
kEdramRTClamp,
kEdramRTKeepMask,
kEdramRTBlendFactorsOps,
kEdramBlendConstant,
kCount,
};
static_assert(
uint32_t(Index::kCount) <= 64,
"Too many system constants, can't use uint64_t for usage bits");
};
// Shader resource view binding spaces.
enum class SRVSpace {
// SRVMainSpaceRegister t# layout.
kMain,
kBindlessTextures2DArray,
kBindlessTextures3D,
kBindlessTexturesCube,
};
// Shader resource view bindings in SRVSpace::kMain.
enum class SRVMainRegister {
kSharedMemory,
kBindfulTexturesStart,
};
// 192 textures at most because there are 32 fetch constants, and textures can
// be 2D array, 3D or cube, and also signed and unsigned.
static constexpr uint32_t kMaxTextureBindingIndexBits = 8;
static constexpr uint32_t kMaxTextureBindings =
(1 << kMaxTextureBindingIndexBits) - 1;
struct TextureBinding {
uint32_t bindful_srv_index;
// Temporary for WriteResourceDefinition.
uint32_t bindful_srv_rdef_name_ptr;
uint32_t bindless_descriptor_index;
uint32_t fetch_constant;
// Stacked and 3D are separate TextureBindings, even for bindless for null
// descriptor handling simplicity.
xenos::FetchOpDimension dimension;
bool is_signed;
std::string name;
};
// Arbitrary limit - there can't be more than 2048 in a shader-visible
// descriptor heap, though some older hardware (tier 1 resource binding -
// Nvidia Fermi) doesn't support more than 16 samplers bound at once (we can't
// really do anything if a game uses more than 16), but just to have some
// limit so sampler count can easily be packed into 32-bit map keys (for
// instance, for root signatures). But shaders can specify overrides for
// filtering modes, and the number of possible combinations is huge - let's
// limit it to something sane.
static constexpr uint32_t kMaxSamplerBindingIndexBits = 7;
static constexpr uint32_t kMaxSamplerBindings =
(1 << kMaxSamplerBindingIndexBits) - 1;
struct SamplerBinding {
uint32_t bindless_descriptor_index;
uint32_t fetch_constant;
xenos::TextureFilter mag_filter;
xenos::TextureFilter min_filter;
xenos::TextureFilter mip_filter;
xenos::AnisoFilter aniso_filter;
std::string name;
};
// Unordered access view bindings in space 0.
enum class UAVRegister {
kSharedMemory,
kEdram,
};
// Returns the format with internal flags for passing via the
// edram_rt_format_flags system constant.
static constexpr uint32_t ROV_AddColorFormatFlags(
xenos::ColorRenderTargetFormat format) {
uint32_t format_flags = uint32_t(format);
if (format == xenos::ColorRenderTargetFormat::k_16_16_16_16 ||
format == xenos::ColorRenderTargetFormat::k_16_16_16_16_FLOAT ||
format == xenos::ColorRenderTargetFormat::k_32_32_FLOAT) {
format_flags |= kRTFormatFlag_64bpp;
}
if (format == xenos::ColorRenderTargetFormat::k_8_8_8_8 ||
format == xenos::ColorRenderTargetFormat::k_8_8_8_8_GAMMA ||
format == xenos::ColorRenderTargetFormat::k_2_10_10_10 ||
format == xenos::ColorRenderTargetFormat::k_16_16 ||
format == xenos::ColorRenderTargetFormat::k_16_16_16_16 ||
format == xenos::ColorRenderTargetFormat::k_2_10_10_10_AS_10_10_10_10) {
format_flags |=
kRTFormatFlag_FixedPointColor | kRTFormatFlag_FixedPointAlpha;
} else if (format == xenos::ColorRenderTargetFormat::k_2_10_10_10_FLOAT ||
format == xenos::ColorRenderTargetFormat::
k_2_10_10_10_FLOAT_AS_16_16_16_16) {
format_flags |= kRTFormatFlag_FixedPointAlpha;
}
return format_flags;
}
// Returns the bits that need to be added to the RT flags constant - needs to
// be done externally, not in SetColorFormatConstants, because the flags
// contain other state.
static void ROV_GetColorFormatSystemConstants(
xenos::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);
uint64_t GetDefaultVertexShaderModification(
uint32_t dynamic_addressable_register_count,
Shader::HostVertexShaderType host_vertex_shader_type =
Shader::HostVertexShaderType::kVertex) const override;
uint64_t GetDefaultPixelShaderModification(
uint32_t dynamic_addressable_register_count) const override;
// Creates a special pixel shader without color outputs - this resets the
// state of the translator.
std::vector<uint8_t> CreateDepthOnlyPixelShader();
// Common functions useful not only for the translator, but also for render
// target reinterpretation.
// Converts the color value externally clamped to [0, 31.875] to 7e3 floating
// point, with zeros in bits 10:31, rounding to the nearest even. Source and
// destination may be the same, temporary must be different than both.
static void PreClampedFloat32To7e3(dxbc::Assembler& a, uint32_t f10_temp,
uint32_t f10_temp_component,
uint32_t f32_temp,
uint32_t f32_temp_component,
uint32_t temp_temp,
uint32_t temp_temp_component);
// Same as PreClampedFloat32To7e3, but clamps the input to [0, 31.875].
static void UnclampedFloat32To7e3(dxbc::Assembler& a, uint32_t f10_temp,
uint32_t f10_temp_component,
uint32_t f32_temp,
uint32_t f32_temp_component,
uint32_t temp_temp,
uint32_t temp_temp_component);
// Converts the 7e3 number in bits [f10_shift, f10_shift + 10) to a 32-bit
// float. Two temporaries must be different, but one can be the same as the
// source. The destination may be anything writable.
static void Float7e3To32(dxbc::Assembler& a, const dxbc::Dest& f32,
uint32_t f10_temp, uint32_t f10_temp_component,
uint32_t f10_shift, uint32_t temp1_temp,
uint32_t temp1_temp_component, uint32_t temp2_temp,
uint32_t temp2_temp_component);
// Converts the depth value externally clamped to the representable [0, 2)
// range to 20e4 floating point, with zeros in bits 24:31, rounding to the
// nearest even. Source and destination may be the same, temporary must be
// different than both. If remap_from_0_to_0_5 is true, it's assumed that
// 0...1 is pre-remapped to 0...0.5 on the input.
static void PreClampedDepthTo20e4(
dxbc::Assembler& a, uint32_t f24_temp, uint32_t f24_temp_component,
uint32_t f32_temp, uint32_t f32_temp_component, uint32_t temp_temp,
uint32_t temp_temp_component, bool remap_from_0_to_0_5);
// Converts the 20e4 number in bits [f24_shift, f24_shift + 10) to a 32-bit
// float. Two temporaries must be different, but one can be the same as the
// source. The destination may be anything writable. If remap_to_0_to_0_5 is
// true, 0...1 in float24 will be remaped to 0...0.5 in float32.
static void Depth20e4To32(dxbc::Assembler& a, const dxbc::Dest& f32,
uint32_t f24_temp, uint32_t f24_temp_component,
uint32_t f24_shift, uint32_t temp1_temp,
uint32_t temp1_temp_component, uint32_t temp2_temp,
uint32_t temp2_temp_component,
bool remap_to_0_to_0_5);
protected:
void Reset() override;
uint32_t GetModificationRegisterCount() const override;
void StartTranslation() override;
std::vector<uint8_t> CompleteTranslation() override;
void PostTranslation() override;
void ProcessLabel(uint32_t cf_index) override;
void ProcessExecInstructionBegin(const ParsedExecInstruction& instr) override;
void ProcessExecInstructionEnd(const ParsedExecInstruction& instr) override;
void ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) override;
void ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) override;
void ProcessJumpInstruction(const ParsedJumpInstruction& instr) override;
void ProcessAllocInstruction(const ParsedAllocInstruction& instr) override;
void ProcessVertexFetchInstruction(
const ParsedVertexFetchInstruction& instr) override;
void ProcessTextureFetchInstruction(
const ParsedTextureFetchInstruction& instr) override;
void ProcessAluInstruction(const ParsedAluInstruction& instr) override;
private:
static constexpr uint32_t kPointParametersTexCoord = xenos::kMaxInterpolators;
enum class InOutRegister : uint32_t {
// IF ANY OF THESE ARE CHANGED, WriteInputSignature and WriteOutputSignature
// MUST BE UPDATED!
kVSInVertexIndex = 0,
kDSInControlPointIndex = 0,
kVSDSOutInterpolators = 0,
kVSDSOutPointParameters = kVSDSOutInterpolators + xenos::kMaxInterpolators,
kVSDSOutPosition,
// Clip and cull distances must be tightly packed in Direct3D!
kVSDSOutClipDistance0123,
kVSDSOutClipDistance45AndCullDistance,
// TODO(Triang3l): Use SV_CullDistance instead for
// PA_CL_CLIP_CNTL::UCP_CULL_ONLY_ENA, but can't have more than 8 clip and
// cull distances in total. Currently only using SV_CullDistance for vertex
// kill.
kPSInInterpolators = 0,
kPSInPointParameters = kPSInInterpolators + xenos::kMaxInterpolators,
kPSInPosition,
// nointerpolation inputs. SV_IsFrontFace (X) is always present for
// ps_param_gen, SV_SampleIndex (Y) is conditional (only for memexport when
// sample-rate shading is otherwise needed anyway due to depth conversion).
kPSInFrontFaceAndSampleIndex,
};
// GetSystemConstantSrc + MarkSystemConstantUsed is for special cases of
// building the source unconditionally - in general, LoadSystemConstant must
// be used instead.
void MarkSystemConstantUsed(SystemConstants::Index index) {
system_constants_used_ |= uint64_t(1) << uint32_t(index);
}
// Offset should be offsetof(SystemConstants, field). Swizzle values are
// relative to the first component in the vector according to offsetof - to
// request a scalar, use XXXX swizzle, and if it's at +4 in its 16-byte
// vector, it will be turned into YYYY, and so on. The swizzle may include
// out-of-bounds components of the vector for simplicity of use, assuming they
// will be dropped anyway later.
dxbc::Src GetSystemConstantSrc(size_t offset, uint32_t swizzle) const {
uint32_t first_component = uint32_t((offset >> 2) & 3);
return dxbc::Src::CB(
cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants), uint32_t(offset >> 4),
std::min((swizzle & 3) + first_component, uint32_t(3)) |
std::min(((swizzle >> 2) & 3) + first_component, uint32_t(3)) << 2 |
std::min(((swizzle >> 4) & 3) + first_component, uint32_t(3)) << 4 |
std::min(((swizzle >> 6) & 3) + first_component, uint32_t(3)) << 6);
}
dxbc::Src LoadSystemConstant(SystemConstants::Index index, size_t offset,
uint32_t swizzle) {
MarkSystemConstantUsed(index);
return GetSystemConstantSrc(offset, swizzle);
}
dxbc::Src LoadFlagsSystemConstant() {
return LoadSystemConstant(SystemConstants::Index::kFlags,
offsetof(SystemConstants, flags),
dxbc::Src::kXXXX);
}
Modification GetDxbcShaderModification() const {
return Modification(current_translation().modification());
}
bool IsDxbcVertexShader() const {
return is_vertex_shader() &&
GetDxbcShaderModification().vertex.host_vertex_shader_type ==
Shader::HostVertexShaderType::kVertex;
}
bool IsDxbcDomainShader() const {
return is_vertex_shader() &&
GetDxbcShaderModification().vertex.host_vertex_shader_type !=
Shader::HostVertexShaderType::kVertex;
}
// Whether to use switch-case rather than if (pc >= label) for control flow.
bool UseSwitchForControlFlow() const;
// Allocates new consecutive r# registers for internal use and returns the
// index of the first.
uint32_t PushSystemTemp(uint32_t zero_mask = 0, uint32_t count = 1);
// Frees the last allocated internal r# registers for later reuse.
void PopSystemTemp(uint32_t count = 1);
// Converts one scalar to or from PWL gamma, using 1 temporary scalar.
// The target may be the same as any of the source, the piece temporary or the
// accumulator, but not two or three of these.
// The piece and the accumulator can't be the same as source or as each other.
void ConvertPWLGamma(bool to_gamma, int32_t source_temp,
uint32_t source_temp_component, uint32_t target_temp,
uint32_t target_temp_component, uint32_t piece_temp,
uint32_t piece_temp_component, uint32_t accumulator_temp,
uint32_t accumulator_temp_component);
bool IsSampleRate() const {
assert_true(is_pixel_shader());
return DSV_IsWritingFloat24Depth() && !current_shader().writes_depth();
}
bool IsDepthStencilSystemTempUsed() const {
// See system_temp_depth_stencil_ documentation for explanation of cases.
if (edram_rov_used_) {
// Needed for all cases (early, late, late with oDepth).
return true;
}
if (current_shader().writes_depth()) {
// With host render targets, the depth format may be float24, in this
// case, need to multiply it by 0.5 since 0...1 of the guest is stored as
// 0...0.5 on the host, and also to convert it.
// With ROV, need to store it to write later.
return true;
}
return false;
}
// Whether the current non-ROV pixel shader should convert the depth to 20e4.
bool DSV_IsWritingFloat24Depth() const {
if (edram_rov_used_) {
return false;
}
Modification::DepthStencilMode depth_stencil_mode =
GetDxbcShaderModification().pixel.depth_stencil_mode;
return depth_stencil_mode ==
Modification::DepthStencilMode::kFloat24Truncating ||
depth_stencil_mode ==
Modification::DepthStencilMode::kFloat24Rounding;
}
// Whether it's possible and worth skipping running the translated shader for
// 2x2 quads.
bool ROV_IsDepthStencilEarly() const {
return !is_depth_only_pixel_shader_ && !current_shader().writes_depth() &&
!current_shader().is_valid_memexport_used();
}
// Converts the pre-clamped depth value to 24-bit (storing the result in bits
// 0:23 and zeros in 24:31, not creating room for stencil - since this may be
// involved in comparisons) according to the format specified in the system
// constants. Source and destination may be the same, temporary must be
// different than both.
void ROV_DepthTo24Bit(uint32_t d24_temp, uint32_t d24_temp_component,
uint32_t d32_temp, uint32_t d32_temp_component,
uint32_t temp_temp, uint32_t temp_temp_component);
// Does all the related to depth / stencil, including or not including
// writing based on whether it's late, or on whether it's safe to do it early.
// Updates system_temp_rov_params_ result and coverage if allowed and safe,
// updates system_temp_depth_stencil_, and if early and the coverage is empty
// for all pixels in the 2x2 quad and safe to return early (stencil is
// unchanged or known that it's safe not to await kills/alphatest/AtoC),
// returns from the shader.
void ROV_DepthStencilTest();
// Unpacks a 32bpp or a 64bpp color in packed_temp.packed_temp_components to
// color_temp, using 2 temporary VGPRs.
void 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);
// Packs a float32x4 color value to 32bpp or a 64bpp in color_temp to
// packed_temp.packed_temp_components, using 2 temporary VGPR. color_temp and
// packed_temp may be the same if packed_temp_components is 0. If the format
// is 32bpp, will still write the high part to break register dependency.
void 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);
// Emits a sequence of `case` labels for color blend factors, generating the
// factor from src_temp.rgb and dst_temp.rgb to factor_temp.rgb. factor_temp
// can be the same as src_temp or dst_temp.
void ROV_HandleColorBlendFactorCases(uint32_t src_temp, uint32_t dst_temp,
uint32_t factor_temp);
// Emits a sequence of `case` labels for alpha blend factors, generating the
// factor from src_temp.a and dst_temp.a to factor_temp.factor_component.
// factor_temp can be the same as src_temp or dst_temp.
void ROV_HandleAlphaBlendFactorCases(uint32_t src_temp, uint32_t dst_temp,
uint32_t factor_temp,
uint32_t factor_component);
// Writing the prologue.
void StartVertexShader_LoadVertexIndex();
void StartVertexOrDomainShader();
void StartDomainShader();
void StartPixelShader_LoadROVParameters();
void StartPixelShader();
// Writing the epilogue.
// ExportToMemory modifies the values of eA/eM# for simplicity, don't call
// multiple times.
void ExportToMemory_PackFixed32(const uint32_t* eM_temps, uint32_t eM_count,
const uint32_t bits[4],
const dxbc::Src& is_integer,
const dxbc::Src& is_signed);
void ExportToMemory();
void CompleteVertexOrDomainShader();
// For RTV, adds the sample to coverage_temp.coverage_temp_component if it
// passes alpha to mask (except for sample 0, which overwrites the output to
// initialize it).
// For ROV, masks the sample away from coverage_temp.coverage_temp_component
// if it doesn't pass alpha to mask.
// threshold_offset and temp.temp_component can be the same if needed.
void CompletePixelShader_AlphaToMaskSample(
uint32_t sample_index, float threshold_base, dxbc::Src threshold_offset,
float threshold_offset_scale, uint32_t coverage_temp,
uint32_t coverage_temp_component, uint32_t temp, uint32_t temp_component);
// Performs alpha to coverage if necessary, for RTV, writing to oMask, and for
// ROV, updating the low (coverage) bits of system_temp_rov_params_.x. Done
// manually even for RTV to maintain the guest dithering pattern and because
// alpha can be exponent-biased.
void CompletePixelShader_AlphaToMask();
void CompletePixelShader_WriteToRTVs();
void CompletePixelShader_DSV_DepthTo24Bit();
void CompletePixelShader_WriteToROV();
void CompletePixelShader();
void CompleteShaderCode();
// Writes the original instruction disassembly in the output DXBC if enabled,
// as shader messages, from instruction_disassembly_buffer_.
void EmitInstructionDisassembly();
// Converts a shader translator source operand to a DXBC emitter operand, or
// returns a zero literal operand if it's not going to be referenced. This may
// allocate a temporary register and emit instructions if the operand can't be
// used directly with most DXBC instructions (like, if it's an indexable GPR),
// in this case, temp_pushed_out will be set to true, and PopSystemTemp must
// be done when the operand is not needed anymore.
dxbc::Src LoadOperand(const InstructionOperand& operand,
uint32_t needed_components, bool& temp_pushed_out);
// Writes the specified source (src must be usable as a vector `mov` source,
// including to x#) to an instruction storage target.
// can_store_memexport_address is for safety, to allow only proper MADs with a
// stream constant to write to eA.
void StoreResult(const InstructionResult& result, const dxbc::Src& src,
bool can_store_memexport_address = false);
// The nesting of `if` instructions is the following:
// - pc checks (labels).
// - exec predicate/bool constant check.
// - Instruction-level predicate checks.
// As an optimization, where possible, the DXBC translator tries to merge
// multiple execs into one, not creating endif/if doing nothing, if the
// execution condition is the same. This can't be done across labels
// (obviously) and in case `setp` is done in a predicated exec - in this case,
// the predicate value in the current exec may not match the predicate value
// in the next exec.
// Instruction-level predicate checks are also merged, and until a `setp` is
// done, if the instruction has the same predicate condition as the exec it is
// in, no instruction-level predicate `if` is created as well. One exception
// to the usual way of instruction-level predicate handling is made for
// instructions involving derivative computation, such as texture fetches with
// computed LOD. The part involving derivatives is executed disregarding the
// predication, but the result storing is predicated (this is handled in
// texture fetch instruction implementation):
// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx9-graphics-reference-asm-ps-registers-output-color
// Updates the current flow control condition (to be called in the beginning
// of exec and in jumps), closing the previous conditionals if needed.
// However, if the condition is not different, the instruction-level predicate
// `if` also won't be closed - this must be checked separately if needed (for
// example, in jumps). Also emits the last disassembly written to
// instruction_disassembly_buffer_ after closing the previous conditional and
// before opening a new one.
void UpdateExecConditionalsAndEmitDisassembly(
ParsedExecInstruction::Type type, uint32_t bool_constant_index,
bool condition);
// Closes `if`s opened by exec and instructions within them (but not by
// labels) and updates the state accordingly.
void CloseExecConditionals();
// Opens or reopens the predicate check conditional for the instruction, and
// emits the last disassembly written to instruction_disassembly_buffer_ after
// closing the previous predicate conditional and before opening a new one.
// This should be called before processing a non-control-flow instruction.
void UpdateInstructionPredicationAndEmitDisassembly(bool predicated,
bool condition);
// Closes the instruction-level predicate `if` if it's open, useful if a flow
// control instruction needs to do some code which needs to respect the exec's
// conditional, but can't itself be predicated.
void CloseInstructionPredication();
void JumpToLabel(uint32_t address);
uint32_t FindOrAddTextureBinding(uint32_t fetch_constant,
xenos::FetchOpDimension dimension,
bool is_signed);
uint32_t FindOrAddSamplerBinding(uint32_t fetch_constant,
xenos::TextureFilter mag_filter,
xenos::TextureFilter min_filter,
xenos::TextureFilter mip_filter,
xenos::AnisoFilter aniso_filter);
// Returns the number of texture SRV and sampler offsets that need to be
// passed via a constant buffer to the shader.
uint32_t GetBindlessResourceCount() const {
return uint32_t(texture_bindings_.size() + sampler_bindings_.size());
}
// Marks fetch constants as used by the DXBC shader and returns dxbc::Src
// for the words 01 (pair 0), 23 (pair 1) or 45 (pair 2) of the texture fetch
// constant.
dxbc::Src RequestTextureFetchConstantWordPair(uint32_t fetch_constant_index,
uint32_t pair_index) {
if (cbuffer_index_fetch_constants_ == kBindingIndexUnallocated) {
cbuffer_index_fetch_constants_ = cbuffer_count_++;
}
uint32_t total_pair_index = fetch_constant_index * 3 + pair_index;
return dxbc::Src::CB(cbuffer_index_fetch_constants_,
uint32_t(CbufferRegister::kFetchConstants),
total_pair_index >> 1,
(total_pair_index & 1) ? 0b10101110 : 0b00000100);
}
dxbc::Src RequestTextureFetchConstantWord(uint32_t fetch_constant_index,
uint32_t word_index) {
return RequestTextureFetchConstantWordPair(fetch_constant_index,
word_index >> 1)
.SelectFromSwizzled(word_index & 1);
}
void ProcessVectorAluOperation(const ParsedAluInstruction& instr,
uint32_t& result_swizzle,
bool& predicate_written);
void ProcessScalarAluOperation(const ParsedAluInstruction& instr,
bool& predicate_written);
void WriteResourceDefinition();
void WriteInputSignature();
void WritePatchConstantSignature();
void WriteOutputSignature();
void WriteShaderCode();
// Executable instructions - generated during translation.
std::vector<uint32_t> shader_code_;
// Complete shader object, with all the needed blobs and dcl_ instructions -
// generated in the end of translation.
std::vector<uint32_t> shader_object_;
// Optional Direct3D features used by the shader.
dxbc::ShaderFeatureInfo shader_feature_info_;
// The statistics blob.
dxbc::Statistics statistics_;
// Assembler for shader_code_ and statistics_ (must be placed after them for
// correct initialization order).
dxbc::Assembler a_;
// Assembler for shader_object_ and statistics_, for declarations before the
// shader code that depend on info gathered during translation (must be placed
// after them for correct initialization order).
dxbc::Assembler ao_;
// Buffer for instruction disassembly comments.
StringBuffer instruction_disassembly_buffer_;
// Whether to write comments with the original Xenos instructions to the
// output.
bool emit_source_map_;
// Vendor ID of the GPU manufacturer, for toggling unsupported features.
ui::GraphicsProvider::GpuVendorID vendor_id_;
// Whether textures and samplers should be bindless.
bool bindless_resources_used_;
// Whether the output merger should be emulated in pixel shaders.
bool edram_rov_used_;
// Whether with RTV-based output-merger, k_8_8_8_8_GAMMA render targets are
// represented as host sRGB.
bool gamma_render_target_as_srgb_;
// Whether 2x MSAA is emulated using real 2x MSAA rather than two samples of
// 4x MSAA.
bool msaa_2x_supported_;
// Guest pixel host width / height.
uint32_t draw_resolution_scale_;
// Is currently writing the empty depth-only pixel shader, for
// CompleteTranslation.
bool is_depth_only_pixel_shader_ = false;
// Data types used in constants buffers. Listed in dependency order.
enum class ShaderRdefTypeIndex {
kFloat,
kFloat2,
kFloat3,
kFloat4,
kUint,
kUint2,
kUint4,
// Render target clamping ranges.
kFloat4Array4,
// User clip planes.
kFloat4Array6,
// Float constants - size written dynamically.
kFloat4ConstantArray,
// Bool constants, texture signedness, front/back stencil, render target
// keep masks.
kUint4Array2,
// Loop constants.
kUint4Array8,
// Fetch constants.
kUint4Array48,
// Descriptor indices - size written dynamically.
kUint4DescriptorIndexArray,
kCount,
kUnknown = kCount
};
struct ShaderRdefType {
// Name ignored for arrays.
const char* name;
dxbc::RdefVariableClass variable_class;
dxbc::RdefVariableType variable_type;
uint16_t row_count;
uint16_t column_count;
uint16_t element_count;
ShaderRdefTypeIndex array_element_type;
};
static const ShaderRdefType rdef_types_[size_t(ShaderRdefTypeIndex::kCount)];
static constexpr uint32_t kBindingIndexUnallocated = UINT32_MAX;
// Number of constant buffer bindings used in this shader - also used for
// generation of indices of constant buffers that are optional.
uint32_t cbuffer_count_;
uint32_t cbuffer_index_system_constants_;
uint32_t cbuffer_index_float_constants_;
uint32_t cbuffer_index_bool_loop_constants_;
uint32_t cbuffer_index_fetch_constants_;
uint32_t cbuffer_index_descriptor_indices_;
struct SystemConstantRdef {
const char* name;
ShaderRdefTypeIndex type;
uint32_t size;
uint32_t padding_after;
};
static const SystemConstantRdef
system_constant_rdef_[size_t(SystemConstants::Index::kCount)];
// Mask of system constants (1 << SystemConstants::Index) used in the shader,
// so the remaining ones can be marked as unused in RDEF.
uint64_t system_constants_used_;
// Mask of domain location actually used in the domain shader.
uint32_t in_domain_location_used_;
// Whether the primitive ID has been used in the domain shader.
bool in_primitive_id_used_;
// Whether InOutRegister::kDSInControlPointIndex has been used in the shader.
bool in_control_point_index_used_;
// Mask of the pixel/sample position actually used in the pixel shader.
uint32_t in_position_used_;
// Whether the faceness has been used in the pixel shader.
bool in_front_face_used_;
// Number of currently allocated Xenia internal r# registers.
uint32_t system_temp_count_current_;
// Total maximum number of temporary registers ever used during this
// translation (for the declaration).
uint32_t system_temp_count_max_;
// Position in vertex shaders (because viewport and W transformations can be
// applied in the end of the shader).
uint32_t system_temp_position_;
// Special exports in vertex shaders.
uint32_t system_temp_point_size_edge_flag_kill_vertex_;
// ROV only - 4 persistent VGPRs when writing to color targets, 2 VGPRs when
// not:
// X - Bit masks:
// 0:3 - Per-sample coverage at the current stage of the shader's execution.
// Affected by things like SV_Coverage, early or late depth / stencil
// (always resets bits for failing, no matter if need to defer writing),
// alpha to coverage.
// 4:7 - Depth write deferred mask - when early depth / stencil resulted in a
// different value for the sample (like different stencil if the test
// failed), but can't write it before running the shader because it's
// not known if the sample will be discarded by the shader, alphatest or
// AtoC.
// Early depth / stencil rejection of the pixel is possible when both 0:3 and
// 4:7 are zero.
// 8:11 - Whether color buffers have been written to, if not written on the
// taken execution path, don't export according to Direct3D 9 register
// documentation (some games rely on this behavior).
// Y - Absolute resolution-scaled EDRAM offset for depth / stencil, in dwords.
// Z - Base-relative resolution-scaled EDRAM offset for 32bpp color data, in
// dwords.
// W - Base-relative resolution-scaled EDRAM offset for 64bpp color data, in
// dwords.
uint32_t system_temp_rov_params_;
// Different purposes:
// - When writing to oDepth: X also used to hold the depth written by the
// shader, which, for host render targets, if the depth buffer is float24,
// needs to be remapped from guest 0...1 to host 0...0.5 and, if needed,
// converted to float24 precision; and for ROV, needs to be written in the
// end of the shader.
// - When not writing to oDepth, but using ROV:
// - ROV_IsDepthStencilEarly: New per-sample depth / stencil values,
// generated during early depth / stencil test (actual writing checks
// the remaining coverage bits).
// - Not ROV_IsDepthStencilEarly: Z gradients in .xy taken in the beginning
// of the shader before any return statement is possibly reached.
uint32_t system_temp_depth_stencil_;
// Up to 4 color outputs in pixel shaders (needs to be readable, because of
// alpha test, alpha to coverage, exponent bias, gamma, and also for ROV
// writing).
uint32_t system_temps_color_[4];
// Bits containing whether each eM# has been written, for up to 16 streams, or
// UINT32_MAX if memexport is not used. 8 bits (5 used) for each stream, with
// 4 `alloc export`s per component.
uint32_t system_temp_memexport_written_;
// eA in each `alloc export`, or UINT32_MAX if not used.
uint32_t system_temps_memexport_address_[Shader::kMaxMemExports];
// eM# in each `alloc export`, or UINT32_MAX if not used.
uint32_t system_temps_memexport_data_[Shader::kMaxMemExports][5];
// Vector ALU or fetch result / scratch (since Xenos write masks can contain
// swizzles).
uint32_t system_temp_result_;
// Temporary register ID for previous scalar result, program counter,
// predicate and absolute address register.
uint32_t system_temp_ps_pc_p0_a0_;
// Loop index stack - .x is the active loop, shifted right to .yzw on push.
uint32_t system_temp_aL_;
// Loop counter stack, .x is the active loop. Represents number of times
// remaining to loop.
uint32_t system_temp_loop_count_;
// Explicitly set texture gradients and LOD.
uint32_t system_temp_grad_h_lod_;
uint32_t system_temp_grad_v_;
// The bool constant number containing the condition for the currently
// processed exec (or the last - unless a label has reset this), or
// kCfExecBoolConstantNone if it's not checked.
uint32_t cf_exec_bool_constant_;
static constexpr uint32_t kCfExecBoolConstantNone = UINT32_MAX;
// The expected bool constant value in the current exec if
// cf_exec_bool_constant_ is not kCfExecBoolConstantNone.
bool cf_exec_bool_constant_condition_;
// Whether the currently processed exec is executed if a predicate is
// set/unset.
bool cf_exec_predicated_;
// The expected predicated condition if cf_exec_predicated_ is true.
bool cf_exec_predicate_condition_;
// Whether an `if` for instruction-level predicate check is currently open.
bool cf_instruction_predicate_if_open_;
// The expected predicate condition for the current or the last instruction if
// cf_exec_instruction_predicated_ is true.
bool cf_instruction_predicate_condition_;
// Whether there was a `setp` in the current exec before the current
// instruction, thus instruction-level predicate value can be different than
// the exec-level predicate value, and can't merge two execs with the same
// predicate condition anymore.
bool cf_exec_predicate_written_;
// Number of SRV resources used in this shader - also used for generation of
// indices of SRV resources that are optional.
uint32_t srv_count_;
uint32_t srv_index_shared_memory_;
uint32_t srv_index_bindless_textures_2d_;
uint32_t srv_index_bindless_textures_3d_;
uint32_t srv_index_bindless_textures_cube_;
// The first binding is at t[SRVMainRegister::kBindfulTexturesStart] of space
// SRVSpace::kMain.
std::vector<TextureBinding> texture_bindings_;
std::unordered_map<uint32_t, uint32_t>
texture_bindings_for_bindful_srv_indices_;
// Number of UAV resources used in this shader - also used for generation of
// indices of UAV resources that are optional.
uint32_t uav_count_;
uint32_t uav_index_shared_memory_;
uint32_t uav_index_edram_;
std::vector<SamplerBinding> sampler_bindings_;
// Number of `alloc export`s encountered so far in the translation. The index
// of the current eA/eM# temp register set is this minus 1, if it's not 0.
uint32_t memexport_alloc_current_count_;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_DXBC_SHADER_TRANSLATOR_H_