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

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157 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/dxbc_shader_translator.h"
#include <algorithm>
#include <atomic>
#include <cstring>
#include <memory>
#include "third_party/dxbc/DXBCChecksum.h"
#include "xenia/base/assert.h"
#include "xenia/base/cvar.h"
#include "xenia/base/math.h"
#include "xenia/gpu/dxbc_shader.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/graphics_provider.h"
// The test case for AMD is 4D5307E6 (checked in 2018).
DEFINE_bool(dxbc_switch, true,
"Use switch rather than if for flow control. Turning this off or "
"on may improve stability, though this heavily depends on the "
"driver - on AMD, it's recommended to have this set to true, as "
"some titles appear to crash when if is used for flow control "
"(possibly the shader compiler tries to flatten them). On Intel "
"HD Graphics, this is ignored because of a crash with the switch "
"instruction.",
"GPU");
DEFINE_bool(dxbc_source_map, false,
"Disassemble Xenos instructions as comments in the resulting DXBC "
"for debugging.",
"GPU");
namespace xe {
namespace gpu {
using namespace ucode;
// Notes about operands:
//
// Reading and writing:
// - r# (temporary registers) are 4-component and can be used anywhere.
// - v# (inputs) are 4-component and read-only.
// - o# (outputs) are 4-component and write-only.
// - oDepth (pixel shader depth output) is 1-component and write-only.
// - x# (indexable temporary registers) are 4-component and can be accessed
// either via a mov load or a mov store (and those movs are counted as
// ArrayInstructions in STAT, not as MovInstructions), even though the D3D11.3
// functional specification says x# can be used wherever r# can be used, but
// FXC emits only mov load/store in simple tests.
//
// Indexing:
// - Constant buffers use 3D indices in CBx[y][z] format, where x is the ID of
// the binding (CB#), y is the register to access within its space, z is the
// 4-component vector to access within the register binding.
// For example, if the requested vector is located in the beginning of the
// second buffer in the descriptor array at b2, which is assigned to CB1, the
// index would be CB1[3][0].
// - Resources and samplers use 2D indices, where the first dimension is the
// S#/T#/U# binding index, and the second is the s#/t#/u# register index
// within its space.
DxbcShaderTranslator::DxbcShaderTranslator(
ui::GraphicsProvider::GpuVendorID vendor_id, bool bindless_resources_used,
bool edram_rov_used, bool gamma_render_target_as_srgb,
bool msaa_2x_supported, uint32_t draw_resolution_scale_x,
uint32_t draw_resolution_scale_y, bool force_emit_source_map)
: a_(shader_code_, statistics_),
ao_(shader_object_, statistics_),
vendor_id_(vendor_id),
bindless_resources_used_(bindless_resources_used),
edram_rov_used_(edram_rov_used),
gamma_render_target_as_srgb_(gamma_render_target_as_srgb),
msaa_2x_supported_(msaa_2x_supported),
draw_resolution_scale_x_(draw_resolution_scale_x),
draw_resolution_scale_y_(draw_resolution_scale_y),
emit_source_map_(force_emit_source_map || cvars::dxbc_source_map) {
assert_not_zero(draw_resolution_scale_x);
assert_not_zero(draw_resolution_scale_y);
// Don't allocate again and again for the first shader.
shader_code_.reserve(8192);
shader_object_.reserve(16384);
}
DxbcShaderTranslator::~DxbcShaderTranslator() = default;
std::vector<uint8_t> DxbcShaderTranslator::CreateDepthOnlyPixelShader() {
is_depth_only_pixel_shader_ = true;
// TODO(Triang3l): Handle in a nicer way (is_depth_only_pixel_shader_ is a
// leftover from when a Shader object wasn't used during translation).
Shader shader(xenos::ShaderType::kPixel, 0, nullptr, 0);
shader.AnalyzeUcode(instruction_disassembly_buffer_);
Shader::Translation& translation = *shader.GetOrCreateTranslation(0);
TranslateAnalyzedShader(translation);
is_depth_only_pixel_shader_ = false;
return translation.translated_binary();
}
uint64_t DxbcShaderTranslator::GetDefaultVertexShaderModification(
uint32_t dynamic_addressable_register_count,
Shader::HostVertexShaderType host_vertex_shader_type) const {
Modification shader_modification;
shader_modification.vertex.dynamic_addressable_register_count =
dynamic_addressable_register_count;
shader_modification.vertex.host_vertex_shader_type = host_vertex_shader_type;
return shader_modification.value;
}
uint64_t DxbcShaderTranslator::GetDefaultPixelShaderModification(
uint32_t dynamic_addressable_register_count) const {
Modification shader_modification;
shader_modification.pixel.dynamic_addressable_register_count =
dynamic_addressable_register_count;
shader_modification.pixel.depth_stencil_mode =
Modification::DepthStencilMode::kNoModifiers;
return shader_modification.value;
}
void DxbcShaderTranslator::Reset() {
ShaderTranslator::Reset();
shader_code_.clear();
cbuffer_count_ = 0;
// System constants always used in prologues/epilogues.
cbuffer_index_system_constants_ = cbuffer_count_++;
cbuffer_index_float_constants_ = kBindingIndexUnallocated;
cbuffer_index_bool_loop_constants_ = kBindingIndexUnallocated;
cbuffer_index_fetch_constants_ = kBindingIndexUnallocated;
cbuffer_index_descriptor_indices_ = kBindingIndexUnallocated;
system_constants_used_ = 0;
in_domain_location_used_ = 0;
in_primitive_id_used_ = false;
in_control_point_index_used_ = false;
in_position_used_ = 0;
in_front_face_used_ = false;
system_temp_count_current_ = 0;
system_temp_count_max_ = 0;
cf_exec_bool_constant_ = kCfExecBoolConstantNone;
cf_exec_predicated_ = false;
cf_instruction_predicate_if_open_ = false;
cf_exec_predicate_written_ = false;
srv_count_ = 0;
srv_index_shared_memory_ = kBindingIndexUnallocated;
srv_index_bindless_textures_2d_ = kBindingIndexUnallocated;
srv_index_bindless_textures_3d_ = kBindingIndexUnallocated;
srv_index_bindless_textures_cube_ = kBindingIndexUnallocated;
texture_bindings_.clear();
texture_bindings_for_bindful_srv_indices_.clear();
uav_count_ = 0;
uav_index_shared_memory_ = kBindingIndexUnallocated;
uav_index_edram_ = kBindingIndexUnallocated;
sampler_bindings_.clear();
memexport_alloc_current_count_ = 0;
std::memset(&shader_feature_info_, 0, sizeof(shader_feature_info_));
std::memset(&statistics_, 0, sizeof(statistics_));
}
uint32_t DxbcShaderTranslator::GetModificationRegisterCount() const {
Modification modification = GetDxbcShaderModification();
return is_vertex_shader()
? modification.vertex.dynamic_addressable_register_count
: modification.pixel.dynamic_addressable_register_count;
}
bool DxbcShaderTranslator::UseSwitchForControlFlow() const {
// Xenia crashes on Intel HD Graphics 4000 with switch.
return cvars::dxbc_switch &&
vendor_id_ != ui::GraphicsProvider::GpuVendorID::kIntel;
}
uint32_t DxbcShaderTranslator::PushSystemTemp(uint32_t zero_mask,
uint32_t count) {
uint32_t register_index = system_temp_count_current_;
if (!is_depth_only_pixel_shader_ &&
!current_shader().uses_register_dynamic_addressing()) {
// Guest shader registers first if they're not in x0. Depth-only pixel
// shader is a special case of the DXBC translator usage, where there are no
// GPRs because there's no shader to translate, and a guest shader is not
// loaded.
register_index += register_count();
}
system_temp_count_current_ += count;
system_temp_count_max_ =
std::max(system_temp_count_max_, system_temp_count_current_);
zero_mask &= 0b1111;
if (zero_mask) {
for (uint32_t i = 0; i < count; ++i) {
a_.OpMov(dxbc::Dest::R(register_index + i, zero_mask), dxbc::Src::LU(0));
}
}
return register_index;
}
void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
assert_true(count <= system_temp_count_current_);
system_temp_count_current_ -= std::min(count, system_temp_count_current_);
}
void DxbcShaderTranslator::PWLGammaToLinear(
uint32_t target_temp, uint32_t target_temp_component, uint32_t source_temp,
uint32_t source_temp_component, bool source_pre_saturated, uint32_t temp1,
uint32_t temp1_component, uint32_t temp2, uint32_t temp2_component) {
// The source is needed only once to begin building the result, so it can be
// the same as the destination.
assert_true(temp1 != target_temp || temp1_component != target_temp_component);
assert_true(temp1 != source_temp || temp1_component != source_temp_component);
assert_true(temp2 != target_temp || temp2_component != target_temp_component);
assert_true(temp2 != source_temp || temp2_component != source_temp_component);
assert_true(temp1 != temp2 || temp1_component != temp2_component);
dxbc::Dest target_dest(
dxbc::Dest::R(target_temp, UINT32_C(1) << target_temp_component));
dxbc::Src target_src(dxbc::Src::R(target_temp).Select(target_temp_component));
dxbc::Src source_src(dxbc::Src::R(source_temp).Select(source_temp_component));
dxbc::Dest temp1_dest(dxbc::Dest::R(temp1, UINT32_C(1) << temp1_component));
dxbc::Src temp1_src(dxbc::Src::R(temp1).Select(temp1_component));
dxbc::Dest temp2_dest(dxbc::Dest::R(temp2, UINT32_C(1) << temp2_component));
dxbc::Src temp2_src(dxbc::Src::R(temp2).Select(temp2_component));
// Get the scale (into temp1) and the offset (into temp2) for the piece.
// Using `source >= threshold` comparisons because the input might have not
// been saturated yet, and thus it may be NaN - since it will be saturated to
// 0 later, the 0...64/255 case should be selected for it.
a_.OpGE(temp2_dest, source_src, dxbc::Src::LF(96.0f / 255.0f));
a_.OpIf(true, temp2_src);
// [96/255 ... 1
a_.OpGE(temp2_dest, source_src, dxbc::Src::LF(192.0f / 255.0f));
a_.OpMovC(temp1_dest, temp2_src, dxbc::Src::LF(8.0f / 1024.0f),
dxbc::Src::LF(4.0f / 1024.0f));
a_.OpMovC(temp2_dest, temp2_src, dxbc::Src::LF(-1024.0f),
dxbc::Src::LF(-256.0f));
a_.OpElse();
// 0 ... 96/255)
a_.OpGE(temp2_dest, source_src, dxbc::Src::LF(64.0f / 255.0f));
a_.OpMovC(temp1_dest, temp2_src, dxbc::Src::LF(2.0f / 1024.0f),
dxbc::Src::LF(1.0f / 1024.0f));
a_.OpMovC(temp2_dest, temp2_src, dxbc::Src::LF(-64.0f), dxbc::Src::LF(0.0f));
a_.OpEndIf();
if (!source_pre_saturated) {
// Saturate the input, and flush NaN to 0.
a_.OpMov(target_dest, source_src, true);
}
// linear = gamma * (255 * 1024) * scale + offset
// As both 1024 and the scale are powers of 2, and 1024 * scale is not smaller
// than 1, it's not important if it's (gamma * 255) * 1024 * scale,
// (gamma * 255 * 1024) * scale, gamma * 255 * (1024 * scale), or
// gamma * (255 * 1024 * scale) - or the option chosen here, as long as
// 1024 is applied before the scale since the scale is < 1 (specifically at
// least 1/1024), and it may make very small values denormal.
a_.OpMul(target_dest, source_pre_saturated ? source_src : target_src,
dxbc::Src::LF(255.0f * 1024.0f));
a_.OpMAd(target_dest, target_src, temp1_src, temp2_src);
// linear += trunc(linear * scale)
a_.OpMul(temp1_dest, target_src, temp1_src);
a_.OpRoundZ(temp1_dest, temp1_src);
a_.OpAdd(target_dest, target_src, temp1_src);
// linear *= 1/1023
a_.OpMul(target_dest, target_src, dxbc::Src::LF(1.0f / 1023.0f));
}
void DxbcShaderTranslator::PreSaturatedLinearToPWLGamma(
uint32_t target_temp, uint32_t target_temp_component, uint32_t source_temp,
uint32_t source_temp_component, uint32_t temp_or_target,
uint32_t temp_or_target_component, uint32_t temp_non_target,
uint32_t temp_non_target_component) {
// The source may be the same as the target, but in this case it can't also be
// used as a temporary variable.
assert_true(target_temp != source_temp ||
target_temp_component != source_temp_component ||
target_temp != temp_or_target ||
target_temp_component != temp_or_target_component);
assert_true(temp_or_target != source_temp ||
temp_or_target_component != source_temp_component);
assert_true(temp_non_target != target_temp ||
temp_non_target_component != target_temp_component);
assert_true(temp_non_target != source_temp ||
temp_non_target_component != source_temp_component);
assert_true(temp_or_target != temp_non_target ||
temp_or_target_component != temp_non_target_component);
dxbc::Dest target_dest(
dxbc::Dest::R(target_temp, UINT32_C(1) << target_temp_component));
dxbc::Src target_src(dxbc::Src::R(target_temp).Select(target_temp_component));
dxbc::Src source_src(dxbc::Src::R(source_temp).Select(source_temp_component));
dxbc::Dest temp_or_target_dest(
dxbc::Dest::R(temp_or_target, UINT32_C(1) << temp_or_target_component));
dxbc::Src temp_or_target_src(
dxbc::Src::R(temp_or_target).Select(temp_or_target_component));
dxbc::Dest temp_non_target_dest(
dxbc::Dest::R(temp_non_target, UINT32_C(1) << temp_non_target_component));
dxbc::Src temp_non_target_src(
dxbc::Src::R(temp_non_target).Select(temp_non_target_component));
// Get the scale (into temp_or_target) and the offset (into temp_non_target)
// for the piece.
a_.OpGE(temp_non_target_dest, source_src, dxbc::Src::LF(128.0f / 1023.0f));
a_.OpIf(true, temp_non_target_src);
// [128/1023 ... 1
a_.OpGE(temp_non_target_dest, source_src, dxbc::Src::LF(512.0f / 1023.0f));
a_.OpMovC(temp_or_target_dest, temp_non_target_src,
dxbc::Src::LF(1023.0f / 8.0f), dxbc::Src::LF(1023.0f / 4.0f));
a_.OpMovC(temp_non_target_dest, temp_non_target_src,
dxbc::Src::LF(128.0f / 255.0f), dxbc::Src::LF(64.0f / 255.0f));
a_.OpElse();
// 0 ... 128/1023)
a_.OpGE(temp_non_target_dest, source_src, dxbc::Src::LF(64.0f / 1023.0f));
a_.OpMovC(temp_or_target_dest, temp_non_target_src,
dxbc::Src::LF(1023.0f / 2.0f), dxbc::Src::LF(1023.0f));
a_.OpMovC(temp_non_target_dest, temp_non_target_src,
dxbc::Src::LF(32.0f / 255.0f), dxbc::Src::LF(0.0f));
a_.OpEndIf();
// gamma = trunc(linear * scale) * (1.0 / 255.0) + offset
a_.OpMul(target_dest, source_src, temp_or_target_src);
a_.OpRoundZ(target_dest, target_src);
a_.OpMAd(target_dest, target_src, dxbc::Src::LF(1.0f / 255.0f),
temp_non_target_src);
}
void DxbcShaderTranslator::RemapAndConvertVertexIndices(
uint32_t dest_temp, uint32_t dest_temp_components, const dxbc::Src& src) {
dxbc::Dest dest(dxbc::Dest::R(dest_temp, dest_temp_components));
dxbc::Src dest_src(dxbc::Src::R(dest_temp));
// Add the base vertex index.
a_.OpIAdd(dest, src,
LoadSystemConstant(SystemConstants::Index::kVertexIndexOffset,
offsetof(SystemConstants, vertex_index_offset),
dxbc::Src::kXXXX));
// Mask since the GPU only uses the lower 24 bits of the vertex index (tested
// on an Adreno 200 phone). `((index & 0xFFFFFF) + offset) & 0xFFFFFF` is the
// same as `(index + offset) & 0xFFFFFF`.
a_.OpAnd(dest, dest_src, dxbc::Src::LU(xenos::kVertexIndexMask));
// Clamp after offsetting.
a_.OpUMax(dest, dest_src,
LoadSystemConstant(SystemConstants::Index::kVertexIndexMinMax,
offsetof(SystemConstants, vertex_index_min),
dxbc::Src::kXXXX));
a_.OpUMin(dest, dest_src,
LoadSystemConstant(SystemConstants::Index::kVertexIndexMinMax,
offsetof(SystemConstants, vertex_index_max),
dxbc::Src::kXXXX));
// Convert to float.
a_.OpUToF(dest, dest_src);
}
void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
if (register_count() < 1) {
return;
}
bool uses_register_dynamic_addressing =
current_shader().uses_register_dynamic_addressing();
// Writing the index to X of GPR 0 - either directly if not using indexable
// registers, or via a system temporary register.
uint32_t reg;
if (uses_register_dynamic_addressing) {
reg = PushSystemTemp();
} else {
reg = 0;
}
dxbc::Dest index_dest(dxbc::Dest::R(reg, 0b0001));
dxbc::Src index_src(dxbc::Src::R(reg, dxbc::Src::kXXXX));
// Check if the closing vertex of a non-indexed line loop is being processed.
a_.OpINE(
index_dest,
dxbc::Src::V1D(uint32_t(InOutRegister::kVSInVertexIndex),
dxbc::Src::kXXXX),
LoadSystemConstant(SystemConstants::Index::kLineLoopClosingIndex,
offsetof(SystemConstants, line_loop_closing_index),
dxbc::Src::kXXXX));
// Zero the index if processing the closing vertex of a line loop, or do
// nothing (replace 0 with 0) if not needed.
a_.OpAnd(index_dest,
dxbc::Src::V1D(uint32_t(InOutRegister::kVSInVertexIndex),
dxbc::Src::kXXXX),
index_src);
{
// Swap the vertex index's endianness.
dxbc::Src endian_src(LoadSystemConstant(
SystemConstants::Index::kVertexIndexEndian,
offsetof(SystemConstants, vertex_index_endian), dxbc::Src::kXXXX));
dxbc::Dest swap_temp_dest(dxbc::Dest::R(reg, 0b0010));
dxbc::Src swap_temp_src(dxbc::Src::R(reg, dxbc::Src::kYYYY));
// 8-in-16 or one half of 8-in-32.
a_.OpSwitch(endian_src);
a_.OpCase(dxbc::Src::LU(uint32_t(xenos::Endian::k8in16)));
a_.OpCase(dxbc::Src::LU(uint32_t(xenos::Endian::k8in32)));
// Temp = X0Z0.
a_.OpAnd(swap_temp_dest, index_src, dxbc::Src::LU(0x00FF00FF));
// Index = YZW0.
a_.OpUShR(index_dest, index_src, dxbc::Src::LU(8));
// Index = Y0W0.
a_.OpAnd(index_dest, index_src, dxbc::Src::LU(0x00FF00FF));
// Index = YXWZ.
a_.OpUMAd(index_dest, swap_temp_src, dxbc::Src::LU(256), index_src);
a_.OpBreak();
a_.OpEndSwitch();
// 16-in-32 or another half of 8-in-32.
a_.OpSwitch(endian_src);
a_.OpCase(dxbc::Src::LU(uint32_t(xenos::Endian::k8in32)));
a_.OpCase(dxbc::Src::LU(uint32_t(xenos::Endian::k16in32)));
// Temp = ZW00.
a_.OpUShR(swap_temp_dest, index_src, dxbc::Src::LU(16));
// Index = ZWXY.
a_.OpBFI(index_dest, dxbc::Src::LU(16), dxbc::Src::LU(16), index_src,
swap_temp_src);
a_.OpBreak();
a_.OpEndSwitch();
if (!uses_register_dynamic_addressing) {
// Break register dependency.
a_.OpMov(swap_temp_dest, dxbc::Src::LF(0.0f));
}
}
// Remap the index to the needed range and convert it to floating-point.
RemapAndConvertVertexIndices(index_dest.index_1d_.index_,
index_dest.write_mask_, index_src);
if (uses_register_dynamic_addressing) {
// Store to indexed GPR 0 in x0[0].
a_.OpMov(dxbc::Dest::X(0, 0, 0b0001), index_src);
PopSystemTemp();
}
}
void DxbcShaderTranslator::StartVertexOrDomainShader() {
bool uses_register_dynamic_addressing =
current_shader().uses_register_dynamic_addressing();
// Zero the interpolators.
for (uint32_t i = 0; i < xenos::kMaxInterpolators; ++i) {
a_.OpMov(dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutInterpolators) + i),
dxbc::Src::LF(0.0f));
}
// Remember that x# are only accessible via mov load or store - use a
// temporary variable if need to do any computations!
Shader::HostVertexShaderType host_vertex_shader_type =
GetDxbcShaderModification().vertex.host_vertex_shader_type;
switch (host_vertex_shader_type) {
case Shader::HostVertexShaderType::kVertex:
StartVertexShader_LoadVertexIndex();
break;
case Shader::HostVertexShaderType::kTriangleDomainCPIndexed:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.xyz.
// ZYX swizzle according to 415607E1 and 4D5307F2.
in_domain_location_used_ |= 0b0111;
a_.OpMov(uses_register_dynamic_addressing ? dxbc::Dest::X(0, 0, 0b0111)
: dxbc::Dest::R(0, 0b0111),
dxbc::Src::VDomain(0b000110));
if (register_count() >= 2) {
// Copy the control point indices (already swapped and converted to
// float by the host vertex and hull shaders) to r1.xyz.
dxbc::Dest control_point_index_dest(uses_register_dynamic_addressing
? dxbc::Dest::X(0, 1)
: dxbc::Dest::R(1));
in_control_point_index_used_ = true;
for (uint32_t i = 0; i < 3; ++i) {
a_.OpMov(control_point_index_dest.Mask(1 << i),
dxbc::Src::VICP(
i, uint32_t(InOutRegister::kDSInControlPointIndex),
dxbc::Src::kXXXX));
}
}
}
break;
case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.xyz.
// ZYX swizzle with r1.y == 0, according to the water shader in
// 4D5307ED.
in_domain_location_used_ |= 0b0111;
a_.OpMov(uses_register_dynamic_addressing ? dxbc::Dest::X(0, 0, 0b0111)
: dxbc::Dest::R(0, 0b0111),
dxbc::Src::VDomain(0b000110));
if (register_count() >= 2) {
// Remap and write the primitive index to r1.x as floating-point.
uint32_t primitive_id_temp =
uses_register_dynamic_addressing ? PushSystemTemp() : 1;
in_primitive_id_used_ = true;
RemapAndConvertVertexIndices(primitive_id_temp, 0b0001,
dxbc::Src::VPrim());
if (uses_register_dynamic_addressing) {
a_.OpMov(dxbc::Dest::X(0, 1, 0b0001),
dxbc::Src::R(primitive_id_temp, dxbc::Src::kXXXX));
// Release primitive_id_temp.
PopSystemTemp();
}
// Write the swizzle of the barycentric coordinates to r1.y. It
// appears that the tessellator offloads the reordering of coordinates
// for edges to game shaders.
//
// In 4D5307ED, the water shader multiplies the first control point's
// position by r0.z, the second CP's by r0.y, and the third CP's by
// r0.x. But before doing that it swizzles r0.xyz the following way
// depending on the value in r1.y:
// - ZXY for 1.0.
// - YZX for 2.0.
// - XZY for 4.0.
// - YXZ for 5.0.
// - ZYX for 6.0.
// Possibly, the logic here is that the value itself is the amount of
// rotation of the swizzle to the right, and 1 << 2 is set when the
// swizzle needs to be flipped before rotating.
//
// Direct3D 12 passes the coordinates in a consistent order, so can
// just use the identity swizzle.
a_.OpMov(uses_register_dynamic_addressing
? dxbc::Dest::X(0, 1, 0b0010)
: dxbc::Dest::R(1, 0b0010),
dxbc::Src::LF(0.0f));
}
}
break;
case Shader::HostVertexShaderType::kQuadDomainCPIndexed:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.xy.
in_domain_location_used_ |= 0b0011;
a_.OpMov(uses_register_dynamic_addressing ? dxbc::Dest::X(0, 0, 0b0011)
: dxbc::Dest::R(0, 0b0011),
dxbc::Src::VDomain());
// Control point indices according the main menu of 58410823, with
// `cndeq r2, c255.xxxy, r1.xyzz, r0.zzzz` in the prologue of the
// shader, where c255.x is 0, and c255.y is 1.
// r0.z for (1 - r0.x) * (1 - r0.y)
// r1.x for r0.x * (1 - r0.y)
// r1.y for r0.x * r0.y
// r1.z for (1 - r0.x) * r0.y
in_control_point_index_used_ = true;
a_.OpMov(
uses_register_dynamic_addressing ? dxbc::Dest::X(0, 0, 0b0100)
: dxbc::Dest::R(0, 0b0100),
dxbc::Src::VICP(0, uint32_t(InOutRegister::kDSInControlPointIndex),
dxbc::Src::kXXXX));
if (register_count() >= 2) {
dxbc::Dest r1_dest(uses_register_dynamic_addressing
? dxbc::Dest::X(0, 1)
: dxbc::Dest::R(1));
for (uint32_t i = 0; i < 3; ++i) {
a_.OpMov(r1_dest.Mask(1 << i),
dxbc::Src::VICP(
1 + i, uint32_t(InOutRegister::kDSInControlPointIndex),
dxbc::Src::kXXXX));
}
}
}
break;
case Shader::HostVertexShaderType::kQuadDomainPatchIndexed:
assert_true(register_count() >= 2);
if (register_count() >= 1) {
// Copy the domain location to r0.yz.
// XY swizzle according to the ground shader in 4D5307F2.
in_domain_location_used_ |= 0b0011;
a_.OpMov(uses_register_dynamic_addressing ? dxbc::Dest::X(0, 0, 0b0110)
: dxbc::Dest::R(0, 0b0110),
dxbc::Src::VDomain(0b010000));
// Remap and write the primitive index to r0.x as floating-point.
// 4D5307F1 ground quad patches use the primitive index offset.
uint32_t primitive_id_temp =
uses_register_dynamic_addressing ? PushSystemTemp() : 0;
in_primitive_id_used_ = true;
RemapAndConvertVertexIndices(primitive_id_temp, 0b0001,
dxbc::Src::VPrim());
if (uses_register_dynamic_addressing) {
a_.OpMov(dxbc::Dest::X(0, 0, 0b0001),
dxbc::Src::R(primitive_id_temp, dxbc::Src::kXXXX));
// Release primitive_id_temp.
PopSystemTemp();
}
if (register_count() >= 2) {
// Write the swizzle of the UV coordinates to r1.x. It appears that
// the tessellator offloads the reordering of coordinates for edges to
// game shaders.
//
// In 4D5307F2, if we assume that r0.y is U and r0.z is V, the factors
// each control point value is multiplied by are the following:
// - (1-u)*(1-v), u*(1-v), (1-u)*v, u*v for 0.0 (identity swizzle).
// - u*(1-v), (1-u)*(1-v), u*v, (1-u)*v for 1.0 (YXWZ).
// - u*v, (1-u)*v, u*(1-v), (1-u)*(1-v) for 2.0 (WZYX).
// - (1-u)*v, u*v, (1-u)*(1-v), u*(1-v) for 3.0 (ZWXY).
//
// Direct3D 12 passes the coordinates in a consistent order, so can
// just use the identity swizzle.
a_.OpMov(uses_register_dynamic_addressing
? dxbc::Dest::X(0, 1, 0b0001)
: dxbc::Dest::R(1, 0b0001),
dxbc::Src::LF(0.0f));
}
}
break;
default:
// TODO(Triang3l): Support line and non-adaptive quad patches.
assert_unhandled_case(host_vertex_shader_type);
EmitTranslationError(
"Unsupported host vertex shader type in StartVertexOrDomainShader");
break;
}
}
void DxbcShaderTranslator::StartPixelShader() {
if (edram_rov_used_) {
// Load the EDRAM addresses and the coverage.
StartPixelShader_LoadROVParameters();
if (ROV_IsDepthStencilEarly()) {
// Do early 2x2 quad rejection if it's safe.
ROV_DepthStencilTest();
} else {
if (!current_shader().writes_depth()) {
// Get the derivatives of the screen-space (but not clamped to the
// viewport depth bounds yet - this happens after the pixel shader in
// Direct3D 11+; also linear within the triangle - thus constant
// derivatives along the triangle) Z for calculating per-sample depth
// values and the slope-scaled polygon offset to
// system_temp_depth_stencil_ before any return statement is possibly
// reached.
assert_true(system_temp_depth_stencil_ != UINT32_MAX);
dxbc::Src in_position_z(dxbc::Src::V1D(
uint32_t(InOutRegister::kPSInPosition), dxbc::Src::kZZZZ));
in_position_used_ |= 0b0100;
a_.OpDerivRTXCoarse(dxbc::Dest::R(system_temp_depth_stencil_, 0b0001),
in_position_z);
a_.OpDerivRTYCoarse(dxbc::Dest::R(system_temp_depth_stencil_, 0b0010),
in_position_z);
}
}
}
// If not translating anything, we only need the depth.
if (is_depth_only_pixel_shader_) {
return;
}
bool uses_register_dynamic_addressing =
current_shader().uses_register_dynamic_addressing();
uint32_t interpolator_count =
std::min(xenos::kMaxInterpolators, register_count());
if (interpolator_count != 0) {
// Copy interpolants to GPRs.
uint32_t centroid_temp =
uses_register_dynamic_addressing ? PushSystemTemp() : UINT32_MAX;
dxbc::Src sampling_pattern_src(LoadSystemConstant(
SystemConstants::Index::kInterpolatorSamplingPattern,
offsetof(SystemConstants, interpolator_sampling_pattern),
dxbc::Src::kXXXX));
for (uint32_t i = 0; i < interpolator_count; ++i) {
// With GPR dynamic addressing, first evaluate to centroid_temp r#, then
// store to the x#.
uint32_t centroid_register =
uses_register_dynamic_addressing ? centroid_temp : i;
// Check if the input needs to be interpolated at center (if the bit is
// set).
a_.OpAnd(dxbc::Dest::R(centroid_register, 0b0001), sampling_pattern_src,
dxbc::Src::LU(uint32_t(1) << i));
a_.OpIf(bool(xenos::SampleLocation::kCenter),
dxbc::Src::R(centroid_register, dxbc::Src::kXXXX));
// At center.
a_.OpMov(uses_register_dynamic_addressing ? dxbc::Dest::X(0, i)
: dxbc::Dest::R(i),
dxbc::Src::V1D(uint32_t(InOutRegister::kPSInInterpolators) + i));
a_.OpElse();
// At centroid. Not really important that 2x MSAA is emulated using
// ForcedSampleCount 4 - what matters is that the sample position will
// be within the primitive, and the value will not be extrapolated.
a_.OpEvalCentroid(
dxbc::Dest::R(centroid_register),
dxbc::Src::V1D(uint32_t(InOutRegister::kPSInInterpolators) + i));
if (uses_register_dynamic_addressing) {
a_.OpMov(dxbc::Dest::X(0, i), dxbc::Src::R(centroid_register));
}
a_.OpEndIf();
}
if (centroid_temp != UINT32_MAX) {
PopSystemTemp();
}
// Write pixel parameters - screen (XY absolute value) and point sprite (ZW
// absolute value) coordinates, facing (X sign bit) - to the specified
// interpolator register (ps_param_gen).
dxbc::Src param_gen_index_src(LoadSystemConstant(
SystemConstants::Index::kPSParamGen,
offsetof(SystemConstants, ps_param_gen), dxbc::Src::kXXXX));
uint32_t param_gen_temp = PushSystemTemp();
// Check if pixel parameters need to be written.
a_.OpULT(dxbc::Dest::R(param_gen_temp, 0b0001), param_gen_index_src,
dxbc::Src::LU(interpolator_count));
a_.OpIf(true, dxbc::Src::R(param_gen_temp, dxbc::Src::kXXXX));
{
// XY - floored pixel position (Direct3D VPOS) in the absolute value,
// faceness as X sign bit, whether is a point primitive as Y sign bit.
// Using Z as scratch register now.
// ZW - [0, 1] UV within a point sprite in the absolute value, whether is
// a line primitive as Z sign bit.
// Pixel position.
// Get XY address of the current host pixel as float (no matter whether
// the position is pixel-rate or sample-rate also due to float24 depth
// conversion requirements, it will be rounded the same). Rounding down,
// and taking the absolute value (because the sign bit of X stores the
// faceness), so in case the host GPU for some reason has quads used for
// derivative calculation at odd locations, the left and top edges will
// have correct derivative magnitude and LODs.
in_position_used_ |= 0b0011;
a_.OpRoundNI(dxbc::Dest::R(param_gen_temp, 0b0011),
dxbc::Src::V1D(uint32_t(InOutRegister::kPSInPosition)));
uint32_t resolution_scaled_axes =
uint32_t(draw_resolution_scale_x_ > 1) |
(uint32_t(draw_resolution_scale_y_ > 1) << 1);
if (resolution_scaled_axes) {
// Revert resolution scale - after truncating, so if the pixel position
// is passed to tfetch (assuming the game doesn't round it by itself),
// it will be sampled with higher resolution too.
a_.OpMul(dxbc::Dest::R(param_gen_temp, resolution_scaled_axes),
dxbc::Src::R(param_gen_temp),
dxbc::Src::LF(1.0f / draw_resolution_scale_x_,
1.0f / draw_resolution_scale_y_, 1.0f, 1.0f));
}
a_.OpMov(dxbc::Dest::R(param_gen_temp, 0b0011),
dxbc::Src::R(param_gen_temp).Abs());
// Faceness.
// Check if faceness applies to the current primitive type.
a_.OpAnd(dxbc::Dest::R(param_gen_temp, 0b0100), LoadFlagsSystemConstant(),
dxbc::Src::LU(kSysFlag_PrimitivePolygonal));
a_.OpIf(true, dxbc::Src::R(param_gen_temp, dxbc::Src::kZZZZ));
{
// Negate modifier flips the sign bit even for 0 - set it to minus for
// backfaces.
in_front_face_used_ = true;
a_.OpMovC(dxbc::Dest::R(param_gen_temp, 0b0001),
dxbc::Src::V1D(
uint32_t(InOutRegister::kPSInFrontFaceAndSampleIndex),
dxbc::Src::kXXXX),
dxbc::Src::R(param_gen_temp, dxbc::Src::kXXXX),
-dxbc::Src::R(param_gen_temp, dxbc::Src::kXXXX));
}
a_.OpEndIf();
// Point sprite coordinates.
// Saturate to avoid negative point coordinates if the center of the pixel
// is not covered, and extrapolation is done.
a_.OpMov(dxbc::Dest::R(param_gen_temp, 0b1100),
dxbc::Src::V1D(uint32_t(InOutRegister::kPSInPointParameters),
0b0100 << 4),
true);
// Primitive type.
{
uint32_t param_gen_primitive_type_temp = PushSystemTemp();
a_.OpUBFE(dxbc::Dest::R(param_gen_primitive_type_temp, 0b0011),
dxbc::Src::LU(1),
dxbc::Src::LU(kSysFlag_PrimitivePoint_Shift,
kSysFlag_PrimitiveLine_Shift, 0, 0),
LoadFlagsSystemConstant());
a_.OpBFI(dxbc::Dest::R(param_gen_temp, 0b0110), dxbc::Src::LU(1),
dxbc::Src::LU(31),
dxbc::Src::R(param_gen_primitive_type_temp, 0b0100 << 2),
dxbc::Src::R(param_gen_temp));
// Release param_gen_primitive_type_temp.
PopSystemTemp();
}
// TODO(Triang3l): Point / line primitive type flags to the sign bits.
// Write ps_param_gen to the specified GPR.
dxbc::Src param_gen_src(dxbc::Src::R(param_gen_temp));
if (uses_register_dynamic_addressing) {
// Copy the GPR number to r# for relative addressing.
uint32_t param_gen_copy_temp = PushSystemTemp();
a_.OpMov(dxbc::Dest::R(param_gen_copy_temp, 0b0001),
param_gen_index_src);
// Write to the GPR.
a_.OpMov(dxbc::Dest::X(0, dxbc::Index(param_gen_copy_temp, 0)),
param_gen_src);
// Release param_gen_copy_temp.
PopSystemTemp();
} else {
if (interpolator_count == 1) {
a_.OpMov(dxbc::Dest::R(0), param_gen_src);
} else {
// Write to the r# using binary search.
uint32_t param_gen_copy_temp = PushSystemTemp();
auto param_gen_copy_node = [&](uint32_t low, uint32_t high,
const auto& self) -> void {
assert_true(low < high);
uint32_t mid = low + (high - low + 1) / 2;
a_.OpULT(dxbc::Dest::R(param_gen_copy_temp, 0b0001),
param_gen_index_src, dxbc::Src::LU(mid));
a_.OpIf(true, dxbc::Src::R(param_gen_copy_temp, dxbc::Src::kXXXX));
{
if (low + 1 == mid) {
a_.OpMov(dxbc::Dest::R(low), param_gen_src);
} else {
self(low, mid - 1, self);
}
}
a_.OpElse();
{
if (mid == high) {
a_.OpMov(dxbc::Dest::R(mid), param_gen_src);
} else {
self(mid, high, self);
}
}
a_.OpEndIf();
};
param_gen_copy_node(0, interpolator_count - 1, param_gen_copy_node);
// Release param_gen_copy_temp.
PopSystemTemp();
}
}
}
// Close the ps_param_gen check.
a_.OpEndIf();
// Release param_gen_temp.
PopSystemTemp();
}
}
void DxbcShaderTranslator::StartTranslation() {
// Allocate global system temporary registers that may also be used in the
// epilogue.
if (is_vertex_shader()) {
system_temp_position_ = PushSystemTemp(0b1111);
system_temp_point_size_edge_flag_kill_vertex_ = PushSystemTemp(0b0100);
// Set the point size to a negative value to tell the geometry shader that
// it should use the default point size if the vertex shader does not
// override it.
a_.OpMov(
dxbc::Dest::R(system_temp_point_size_edge_flag_kill_vertex_, 0b0001),
dxbc::Src::LF(-1.0f));
} else if (is_pixel_shader()) {
if (edram_rov_used_) {
// Will be initialized unconditionally.
system_temp_rov_params_ = PushSystemTemp();
}
if (IsDepthStencilSystemTempUsed()) {
uint32_t depth_stencil_temp_zero_mask;
if (current_shader().writes_depth()) {
// X holds the guest oDepth - make sure it's always initialized because
// assumptions can't be made about the integrity of the guest code.
depth_stencil_temp_zero_mask = 0b0001;
} else {
assert_true(edram_rov_used_);
if (ROV_IsDepthStencilEarly()) {
// XYZW hold per-sample depth / stencil after the early test - written
// conditionally based on the coverage, ensure registers are
// initialized unconditionally for safety.
depth_stencil_temp_zero_mask = 0b1111;
} else {
// XY hold Z gradients, written unconditionally in the beginning.
depth_stencil_temp_zero_mask = 0b0000;
}
}
system_temp_depth_stencil_ = PushSystemTemp(depth_stencil_temp_zero_mask);
}
uint32_t shader_writes_color_targets =
current_shader().writes_color_targets();
for (uint32_t i = 0; i < 4; ++i) {
if (shader_writes_color_targets & (1 << i)) {
system_temps_color_[i] = PushSystemTemp(0b1111);
}
}
}
if (!is_depth_only_pixel_shader_) {
// Allocate temporary registers for memexport addresses and data.
std::memset(system_temps_memexport_address_, 0xFF,
sizeof(system_temps_memexport_address_));
std::memset(system_temps_memexport_data_, 0xFF,
sizeof(system_temps_memexport_data_));
system_temp_memexport_written_ = UINT32_MAX;
const uint8_t* memexports_written = current_shader().memexport_eM_written();
for (uint32_t i = 0; i < Shader::kMaxMemExports; ++i) {
uint32_t memexport_alloc_written = memexports_written[i];
if (memexport_alloc_written == 0) {
continue;
}
// If memexport is used at all, allocate a register containing whether eM#
// have actually been written to.
if (system_temp_memexport_written_ == UINT32_MAX) {
system_temp_memexport_written_ = PushSystemTemp(0b1111);
}
system_temps_memexport_address_[i] = PushSystemTemp(0b1111);
uint32_t memexport_data_index;
while (xe::bit_scan_forward(memexport_alloc_written,
&memexport_data_index)) {
memexport_alloc_written &= ~(1u << memexport_data_index);
system_temps_memexport_data_[i][memexport_data_index] =
PushSystemTemp();
}
}
// Allocate system temporary variables for the translated code. Since access
// depends on the guest code (thus no guarantees), initialize everything
// now (except for pv, it's an internal temporary variable, not accessible
// by the guest).
system_temp_result_ = PushSystemTemp();
system_temp_ps_pc_p0_a0_ = PushSystemTemp(0b1111);
system_temp_aL_ = PushSystemTemp(0b1111);
system_temp_loop_count_ = PushSystemTemp(0b1111);
system_temp_grad_h_lod_ = PushSystemTemp(0b1111);
system_temp_grad_v_vfetch_address_ = PushSystemTemp(0b1111);
// Zero general-purpose registers to prevent crashes when the game
// references them after only initializing them conditionally.
for (uint32_t i = is_pixel_shader() ? xenos::kMaxInterpolators : 0;
i < register_count(); ++i) {
a_.OpMov(current_shader().uses_register_dynamic_addressing()
? dxbc::Dest::X(0, i)
: dxbc::Dest::R(i),
dxbc::Src::LF(0.0f));
}
}
// Write stage-specific prologue.
if (is_vertex_shader()) {
StartVertexOrDomainShader();
} else if (is_pixel_shader()) {
StartPixelShader();
}
// If not translating anything, don't start the main loop.
if (is_depth_only_pixel_shader_) {
return;
}
// Start the main loop (for jumping to labels by setting pc and continuing).
a_.OpLoop();
// Switch and the first label (pc == 0).
if (UseSwitchForControlFlow()) {
a_.OpSwitch(dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kYYYY));
a_.OpCase(dxbc::Src::LU(0));
} else {
a_.OpIf(false, dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kYYYY));
}
}
void DxbcShaderTranslator::CompleteVertexOrDomainShader() {
uint32_t temp = PushSystemTemp();
dxbc::Dest temp_x_dest(dxbc::Dest::R(temp, 0b0001));
dxbc::Src temp_x_src(dxbc::Src::R(temp, dxbc::Src::kXXXX));
dxbc::Src flags_src(LoadFlagsSystemConstant());
// Check if the shader already returns W, not 1/W, and if it doesn't, turn 1/W
// into W. Using div rather than relaxed-precision rcp for safety.
a_.OpAnd(temp_x_dest, flags_src, dxbc::Src::LU(kSysFlag_WNotReciprocal));
a_.OpIf(false, temp_x_src);
a_.OpDiv(dxbc::Dest::R(system_temp_position_, 0b1000), dxbc::Src::LF(1.0f),
dxbc::Src::R(system_temp_position_, dxbc::Src::kWWWW));
a_.OpEndIf();
// Check if the shader returns XY/W rather than XY, and if it does, revert
// that.
// TODO(Triang3l): Check if having XY or Z pre-divided by W should result in
// affine interpolation.
a_.OpAnd(temp_x_dest, flags_src, dxbc::Src::LU(kSysFlag_XYDividedByW));
a_.OpIf(true, temp_x_src);
a_.OpMul(dxbc::Dest::R(system_temp_position_, 0b0011),
dxbc::Src::R(system_temp_position_),
dxbc::Src::R(system_temp_position_, dxbc::Src::kWWWW));
a_.OpEndIf();
// Check if the shader returns Z/W rather than Z, and if it does, revert that.
// TODO(Triang3l): Check if having XY or Z pre-divided by W should result in
// affine interpolation.
a_.OpAnd(temp_x_dest, flags_src, dxbc::Src::LU(kSysFlag_ZDividedByW));
a_.OpIf(true, temp_x_src);
a_.OpMul(dxbc::Dest::R(system_temp_position_, 0b0100),
dxbc::Src::R(system_temp_position_, dxbc::Src::kZZZZ),
dxbc::Src::R(system_temp_position_, dxbc::Src::kWWWW));
a_.OpEndIf();
// Zero-initialize SV_ClipDistance# (for user clip planes) and SV_CullDistance
// (for vertex kill) in case they're not needed.
a_.OpMov(dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutClipDistance0123)),
dxbc::Src::LF(0.0f));
a_.OpMov(dxbc::Dest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance),
0b0111),
dxbc::Src::LF(0.0f));
// Clip against user clip planes.
// Not possible to handle UCP_CULL_ONLY_ENA with the same shader though, since
// there can be only 8 SV_ClipDistance + SV_CullDistance values at most, but
// 12 would be needed.
for (uint32_t i = 0; i < 6; ++i) {
// Check if the clip plane is enabled - this `if` is needed, as opposed to
// just zeroing the clip planes in the constants, so Infinity and NaN in the
// position won't have any effect caused by this if clip planes are
// disabled.
a_.OpAnd(temp_x_dest, flags_src,
dxbc::Src::LU(kSysFlag_UserClipPlane0 << i));
a_.OpIf(true, temp_x_src);
a_.OpDP4(dxbc::Dest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance0123) + (i >> 2),
1 << (i & 3)),
dxbc::Src::R(system_temp_position_),
LoadSystemConstant(SystemConstants::Index::kUserClipPlanes,
offsetof(SystemConstants, user_clip_planes) +
sizeof(float) * 4 * i,
dxbc::Src::kXYZW));
a_.OpEndIf();
}
// Apply scale for guest to host viewport and clip space conversion. Also, if
// the vertex shader is multipass, the NDC scale constant can be used to set
// position to NaN to kill all primitives.
a_.OpMul(dxbc::Dest::R(system_temp_position_, 0b0111),
dxbc::Src::R(system_temp_position_),
LoadSystemConstant(SystemConstants::Index::kNDCScale,
offsetof(SystemConstants, ndc_scale), 0b100100));
// Apply offset (multiplied by W) used for the same purposes.
a_.OpMAd(dxbc::Dest::R(system_temp_position_, 0b0111),
LoadSystemConstant(SystemConstants::Index::kNDCOffset,
offsetof(SystemConstants, ndc_offset), 0b100100),
dxbc::Src::R(system_temp_position_, dxbc::Src::kWWWW),
dxbc::Src::R(system_temp_position_));
// Assuming SV_CullDistance was zeroed earlier in this function.
// Kill the primitive if needed - check if the shader wants to kill (bits
// 0:30 of the vertex kill register are not zero).
a_.OpAnd(temp_x_dest,
dxbc::Src::R(system_temp_point_size_edge_flag_kill_vertex_,
dxbc::Src::kZZZZ),
dxbc::Src::LU(UINT32_C(0x7FFFFFFF)));
a_.OpIf(true, temp_x_src);
{
// Extract the killing condition.
a_.OpAnd(temp_x_dest, flags_src,
dxbc::Src::LU(kSysFlag_KillIfAnyVertexKilled));
a_.OpIf(true, temp_x_src);
{
// Kill the primitive if any vertex is killed - write NaN to position.
a_.OpMov(dxbc::Dest::R(system_temp_position_, 0b1000),
dxbc::Src::LF(std::nanf("")));
}
a_.OpElse();
{
// Kill the primitive if all vertices are killed - set SV_CullDistance to
// negative.
a_.OpMov(
dxbc::Dest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance),
0b0100),
dxbc::Src::LF(-1.0f));
}
a_.OpEndIf();
}
a_.OpEndIf();
// Write the position to the output.
a_.OpMov(dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutPosition)),
dxbc::Src::R(system_temp_position_));
// Zero the point coordinate (will be set in the geometry shader if needed)
// and write the point size.
a_.OpMov(
dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutPointParameters), 0b0011),
dxbc::Src::LF(0.0f));
a_.OpMov(
dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutPointParameters), 0b0100),
dxbc::Src::R(system_temp_point_size_edge_flag_kill_vertex_,
dxbc::Src::kXXXX));
// Release temp.
PopSystemTemp();
}
void DxbcShaderTranslator::CompleteShaderCode() {
if (!is_depth_only_pixel_shader_) {
// Close the last exec, there's nothing to merge it with anymore, and we're
// closing upper-level flow control blocks.
CloseExecConditionals();
// Close the last label and the switch.
if (UseSwitchForControlFlow()) {
a_.OpBreak();
a_.OpEndSwitch();
} else {
a_.OpEndIf();
}
// End the main loop.
a_.OpBreak();
a_.OpEndLoop();
// Release the following system temporary values so epilogue can reuse them:
// - system_temp_result_.
// - system_temp_ps_pc_p0_a0_.
// - system_temp_aL_.
// - system_temp_loop_count_.
// - system_temp_grad_h_lod_.
// - system_temp_grad_v_vfetch_address_.
PopSystemTemp(6);
// Write memexported data to the shared memory UAV.
ExportToMemory();
// Release memexport temporary registers.
for (int i = Shader::kMaxMemExports - 1; i >= 0; --i) {
if (system_temps_memexport_address_[i] == UINT32_MAX) {
continue;
}
// Release exported data registers.
for (int j = 4; j >= 0; --j) {
if (system_temps_memexport_data_[i][j] != UINT32_MAX) {
PopSystemTemp();
}
}
// Release the address register.
PopSystemTemp();
}
if (system_temp_memexport_written_ != UINT32_MAX) {
PopSystemTemp();
}
}
// Write stage-specific epilogue.
if (is_vertex_shader()) {
CompleteVertexOrDomainShader();
} else if (is_pixel_shader()) {
CompletePixelShader();
}
// Return from `main`.
a_.OpRet();
if (is_vertex_shader()) {
// Release system_temp_position_ and
// system_temp_point_size_edge_flag_kill_vertex_.
PopSystemTemp(2);
} else if (is_pixel_shader()) {
// Release system_temps_color_.
uint32_t shader_writes_color_targets =
current_shader().writes_color_targets();
for (int32_t i = 3; i >= 0; --i) {
if (shader_writes_color_targets & (1 << i)) {
PopSystemTemp();
}
}
if (IsDepthStencilSystemTempUsed()) {
// Release system_temp_depth_stencil_.
PopSystemTemp();
}
if (edram_rov_used_) {
// Release system_temp_rov_params_.
PopSystemTemp();
}
}
}
std::vector<uint8_t> DxbcShaderTranslator::CompleteTranslation() {
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resizing also zeroes the memory.
// Write the code epilogue.
CompleteShaderCode();
shader_object_.clear();
// 6 or 7 blobs - RDEF, ISGN, optionally PCSG, OSGN, SHEX, SFI0, STAT.
// Whether SFI0 is needed at this point is not known, always writing it.
uint32_t blob_count = 6 + uint32_t(IsDxbcDomainShader());
// Allocate space for the header and the blob offsets.
shader_object_.resize(sizeof(dxbc::ContainerHeader) / sizeof(uint32_t) +
blob_count);
uint32_t blob_offset_position_dwords =
sizeof(dxbc::ContainerHeader) / sizeof(uint32_t);
uint32_t blob_position_dwords = uint32_t(shader_object_.size());
constexpr uint32_t kBlobHeaderSizeDwords =
sizeof(dxbc::BlobHeader) / sizeof(uint32_t);
// Resource definition.
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords);
WriteResourceDefinition();
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kResourceDefinition;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
// Input signature.
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords);
WriteInputSignature();
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kInputSignature;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
// Patch constant signature.
if (IsDxbcDomainShader()) {
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords);
WritePatchConstantSignature();
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kPatchConstantSignature;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
}
// Output signature.
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords);
WriteOutputSignature();
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kOutputSignature;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
// Shader program.
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords);
WriteShaderCode();
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kShaderEx;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
// Shader feature info.
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords +
sizeof(dxbc::ShaderFeatureInfo) / sizeof(uint32_t));
std::memcpy(
shader_object_.data() + blob_position_dwords + kBlobHeaderSizeDwords,
&shader_feature_info_, sizeof(shader_feature_info_));
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kShaderFeatureInfo;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
// Statistics.
shader_object_[blob_offset_position_dwords] =
uint32_t(blob_position_dwords * sizeof(uint32_t));
shader_object_.resize(blob_position_dwords + kBlobHeaderSizeDwords +
sizeof(dxbc::Statistics) / sizeof(uint32_t));
std::memcpy(
shader_object_.data() + blob_position_dwords + kBlobHeaderSizeDwords,
&statistics_, sizeof(statistics_));
{
auto& blob_header = *reinterpret_cast<dxbc::BlobHeader*>(
shader_object_.data() + blob_position_dwords);
blob_header.fourcc = dxbc::BlobHeader::FourCC::kStatistics;
blob_position_dwords = uint32_t(shader_object_.size());
blob_header.size_bytes =
(blob_position_dwords - kBlobHeaderSizeDwords) * sizeof(uint32_t) -
shader_object_[blob_offset_position_dwords++];
}
// Header.
uint32_t shader_object_size_bytes =
uint32_t(shader_object_.size() * sizeof(uint32_t));
{
auto& container_header =
*reinterpret_cast<dxbc::ContainerHeader*>(shader_object_.data());
container_header.InitializeIdentification();
container_header.size_bytes = shader_object_size_bytes;
container_header.blob_count = blob_count;
CalculateDXBCChecksum(
reinterpret_cast<unsigned char*>(shader_object_.data()),
static_cast<unsigned int>(shader_object_size_bytes),
reinterpret_cast<unsigned int*>(&container_header.hash));
}
// TODO(Triang3l): Avoid copy?
std::vector<uint8_t> shader_object_bytes;
shader_object_bytes.resize(shader_object_size_bytes);
std::memcpy(shader_object_bytes.data(), shader_object_.data(),
shader_object_size_bytes);
return shader_object_bytes;
}
void DxbcShaderTranslator::PostTranslation() {
Shader::Translation& translation = current_translation();
if (!translation.is_valid()) {
return;
}
DxbcShader* dxbc_shader = dynamic_cast<DxbcShader*>(&translation.shader());
if (dxbc_shader && !dxbc_shader->bindings_setup_entered_.test_and_set(
std::memory_order_relaxed)) {
dxbc_shader->texture_bindings_.clear();
dxbc_shader->texture_bindings_.reserve(texture_bindings_.size());
dxbc_shader->used_texture_mask_ = 0;
for (const TextureBinding& translator_binding : texture_bindings_) {
DxbcShader::TextureBinding& shader_binding =
dxbc_shader->texture_bindings_.emplace_back();
// For a stable hash.
std::memset(&shader_binding, 0, sizeof(shader_binding));
shader_binding.bindless_descriptor_index =
translator_binding.bindless_descriptor_index;
shader_binding.fetch_constant = translator_binding.fetch_constant;
shader_binding.dimension = translator_binding.dimension;
shader_binding.is_signed = translator_binding.is_signed;
dxbc_shader->used_texture_mask_ |= 1u
<< translator_binding.fetch_constant;
}
dxbc_shader->sampler_bindings_.clear();
dxbc_shader->sampler_bindings_.reserve(sampler_bindings_.size());
for (const SamplerBinding& translator_binding : sampler_bindings_) {
DxbcShader::SamplerBinding& shader_binding =
dxbc_shader->sampler_bindings_.emplace_back();
shader_binding.bindless_descriptor_index =
translator_binding.bindless_descriptor_index;
shader_binding.fetch_constant = translator_binding.fetch_constant;
shader_binding.mag_filter = translator_binding.mag_filter;
shader_binding.min_filter = translator_binding.min_filter;
shader_binding.mip_filter = translator_binding.mip_filter;
shader_binding.aniso_filter = translator_binding.aniso_filter;
}
}
}
void DxbcShaderTranslator::EmitInstructionDisassembly() {
if (!emit_source_map_) {
return;
}
const char* source = instruction_disassembly_buffer_.buffer();
uint32_t length = uint32_t(instruction_disassembly_buffer_.length());
// Trim leading spaces and trailing new line.
while (length != 0 && source[0] == ' ') {
++source;
--length;
}
while (length != 0 && source[length - 1] == '\n') {
--length;
}
if (length == 0) {
return;
}
char* dest = reinterpret_cast<char*>(
a_.OpCustomData(dxbc::CustomDataClass::kComment, length + 1));
std::memcpy(dest, source, length);
dest[length] = '\0';
}
dxbc::Src DxbcShaderTranslator::LoadOperand(const InstructionOperand& operand,
uint32_t needed_components,
bool& temp_pushed_out) {
temp_pushed_out = false;
uint32_t first_needed_component;
if (!xe::bit_scan_forward(needed_components, &first_needed_component)) {
return dxbc::Src::LF(0.0f);
}
dxbc::Index index(operand.storage_index);
switch (operand.storage_addressing_mode) {
case InstructionStorageAddressingMode::kAbsolute:
break;
case InstructionStorageAddressingMode::kAddressRegisterRelative:
index = dxbc::Index(system_temp_ps_pc_p0_a0_, 3, operand.storage_index);
break;
case InstructionStorageAddressingMode::kLoopRelative:
index = dxbc::Index(system_temp_aL_, 0, operand.storage_index);
break;
}
dxbc::Src src(dxbc::Src::LF(0.0f));
switch (operand.storage_source) {
case InstructionStorageSource::kRegister: {
if (current_shader().uses_register_dynamic_addressing()) {
// Load x#[#] to r# because x#[#] can be used only with mov.
uint32_t temp = PushSystemTemp();
temp_pushed_out = true;
uint32_t used_swizzle_components = 0;
for (uint32_t i = 0; i < uint32_t(operand.component_count); ++i) {
if (!(needed_components & (1 << i))) {
continue;
}
SwizzleSource component = operand.GetComponent(i);
assert_true(component >= SwizzleSource::kX &&
component <= SwizzleSource::kW);
used_swizzle_components |=
1 << (uint32_t(component) - uint32_t(SwizzleSource::kX));
}
assert_not_zero(used_swizzle_components);
a_.OpMov(dxbc::Dest::R(temp, used_swizzle_components),
dxbc::Src::X(0, index));
src = dxbc::Src::R(temp);
} else {
assert_true(operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kAbsolute);
src = dxbc::Src::R(index.index_);
}
} break;
case InstructionStorageSource::kConstantFloat: {
if (cbuffer_index_float_constants_ == kBindingIndexUnallocated) {
cbuffer_index_float_constants_ = cbuffer_count_++;
}
const Shader::ConstantRegisterMap& constant_register_map =
current_shader().constant_register_map();
if (operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kAbsolute) {
uint32_t float_constant_index =
constant_register_map.GetPackedFloatConstantIndex(
operand.storage_index);
assert_true(float_constant_index != UINT32_MAX);
if (float_constant_index == UINT32_MAX) {
return dxbc::Src::LF(0.0f);
}
index.index_ = float_constant_index;
} else {
assert_true(constant_register_map.float_dynamic_addressing);
}
src = dxbc::Src::CB(cbuffer_index_float_constants_,
uint32_t(CbufferRegister::kFloatConstants), index);
} break;
default:
assert_unhandled_case(operand.storage_source);
return dxbc::Src::LF(0.0f);
}
// Swizzle, skipping unneeded components similar to how FXC skips components,
// by replacing them with the leftmost used one.
uint32_t swizzle = 0;
for (uint32_t i = 0; i < 4; ++i) {
SwizzleSource component = operand.GetComponent(
(needed_components & (1 << i)) ? i : first_needed_component);
assert_true(component >= SwizzleSource::kX &&
component <= SwizzleSource::kW);
swizzle |= (uint32_t(component) - uint32_t(SwizzleSource::kX)) << (i * 2);
}
src = src.Swizzle(swizzle);
return src.WithModifiers(operand.is_absolute_value, operand.is_negated);
}
void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
const dxbc::Src& src,
bool can_store_memexport_address) {
uint32_t used_write_mask = result.GetUsedWriteMask();
if (!used_write_mask) {
return;
}
// Get the destination address and type.
dxbc::Dest dest(dxbc::Dest::Null());
bool is_clamped = result.is_clamped;
switch (result.storage_target) {
case InstructionStorageTarget::kNone:
return;
case InstructionStorageTarget::kRegister:
if (current_shader().uses_register_dynamic_addressing()) {
dxbc::Index register_index(result.storage_index);
switch (result.storage_addressing_mode) {
case InstructionStorageAddressingMode::kAbsolute:
break;
case InstructionStorageAddressingMode::kAddressRegisterRelative:
register_index =
dxbc::Index(system_temp_ps_pc_p0_a0_, 3, result.storage_index);
break;
case InstructionStorageAddressingMode::kLoopRelative:
register_index =
dxbc::Index(system_temp_aL_, 0, result.storage_index);
break;
}
dest = dxbc::Dest::X(0, register_index);
} else {
assert_true(result.storage_addressing_mode ==
InstructionStorageAddressingMode::kAbsolute);
dest = dxbc::Dest::R(result.storage_index);
}
break;
case InstructionStorageTarget::kInterpolator:
dest = dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutInterpolators) +
result.storage_index);
break;
case InstructionStorageTarget::kPosition:
dest = dxbc::Dest::R(system_temp_position_);
break;
case InstructionStorageTarget::kPointSizeEdgeFlagKillVertex:
assert_zero(used_write_mask & 0b1000);
dest = dxbc::Dest::R(system_temp_point_size_edge_flag_kill_vertex_);
break;
case InstructionStorageTarget::kExportAddress:
// Validate memexport writes (4D5307E6 has some completely invalid ones).
if (!can_store_memexport_address || memexport_alloc_current_count_ == 0 ||
memexport_alloc_current_count_ > Shader::kMaxMemExports ||
system_temps_memexport_address_[memexport_alloc_current_count_ - 1] ==
UINT32_MAX) {
return;
}
dest = dxbc::Dest::R(
system_temps_memexport_address_[memexport_alloc_current_count_ - 1]);
break;
case InstructionStorageTarget::kExportData: {
// Validate memexport writes (4D5307E6 has some completely invalid ones).
if (memexport_alloc_current_count_ == 0 ||
memexport_alloc_current_count_ > Shader::kMaxMemExports ||
system_temps_memexport_data_[memexport_alloc_current_count_ - 1]
[result.storage_index] == UINT32_MAX) {
return;
}
dest = dxbc::Dest::R(
system_temps_memexport_data_[memexport_alloc_current_count_ - 1]
[result.storage_index]);
// Mark that the eM# has been written to and needs to be exported.
assert_not_zero(used_write_mask);
uint32_t memexport_index = memexport_alloc_current_count_ - 1;
a_.OpOr(dxbc::Dest::R(system_temp_memexport_written_,
1 << (memexport_index >> 2)),
dxbc::Src::R(system_temp_memexport_written_)
.Select(memexport_index >> 2),
dxbc::Src::LU(uint32_t(1) << (result.storage_index +
((memexport_index & 3) << 3))));
} break;
case InstructionStorageTarget::kColor:
assert_not_zero(used_write_mask);
assert_true(current_shader().writes_color_target(result.storage_index));
dest = dxbc::Dest::R(system_temps_color_[result.storage_index]);
if (edram_rov_used_) {
// For ROV output, mark that the color has been written to.
// According to:
// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx9-graphics-reference-asm-ps-registers-output-color
// if a color target hasn't been written to - including due to flow
// control - the render target must not be modified (the unwritten
// components of a written target are undefined, not sure if this
// behavior is respected on the real GPU, but the ROV code currently
// doesn't preserve unmodified components).
a_.OpOr(dxbc::Dest::R(system_temp_rov_params_, 0b0001),
dxbc::Src::R(system_temp_rov_params_, dxbc::Src::kXXXX),
dxbc::Src::LU(uint32_t(1) << (8 + result.storage_index)));
}
break;
case InstructionStorageTarget::kDepth:
// Writes X to scalar oDepth or to X of system_temp_depth_stencil_, no
// additional swizzling needed.
assert_true(used_write_mask == 0b0001);
assert_true(current_shader().writes_depth());
if (IsDepthStencilSystemTempUsed()) {
dest = dxbc::Dest::R(system_temp_depth_stencil_);
} else {
dest = dxbc::Dest::ODepth();
}
// Depth outside [0, 1] is not safe for use with the ROV code, with
// 20e4-as-32 conversion and with 0...1 to 0...0.5 float24 remapping.
// Though 20e4 float depth can store values between 1 and 2, it's a very
// unusual case. Direct3D 10+ SV_Depth, however, can accept any values,
// including specials, when the depth buffer is floating-point.
is_clamped = true;
break;
}
if (dest.type_ == dxbc::OperandType::kNull) {
return;
}
// Write.
uint32_t src_additional_swizzle = 0;
uint32_t constant_mask = 0, constant_1_mask = 0;
for (uint32_t i = 0; i < 4; ++i) {
if (!(used_write_mask & (1 << i))) {
continue;
}
SwizzleSource component = result.components[i];
if (component >= SwizzleSource::kX && component <= SwizzleSource::kW) {
src_additional_swizzle |=
(uint32_t(component) - uint32_t(SwizzleSource::kX)) << (i * 2);
} else {
constant_mask |= 1 << i;
if (component == SwizzleSource::k1) {
constant_1_mask |= 1 << i;
}
}
}
if (used_write_mask != constant_mask) {
a_.OpMov(dest.Mask(used_write_mask & ~constant_mask),
src.SwizzleSwizzled(src_additional_swizzle), is_clamped);
}
if (constant_mask) {
a_.OpMov(dest.Mask(constant_mask),
dxbc::Src::LF(float(constant_1_mask & 1),
float((constant_1_mask >> 1) & 1),
float((constant_1_mask >> 2) & 1),
float((constant_1_mask >> 3) & 1)));
}
// Make the point size non-negative as negative is used to indicate that the
// default size must be used, and also clamp it to the bounds the way the R400
// (Adreno 200, to be more precise) hardware clamps it (functionally like a
// signed 32-bit integer, -NaN and -Infinity...-0 to the minimum, +NaN to the
// maximum).
if (result.storage_target ==
InstructionStorageTarget::kPointSizeEdgeFlagKillVertex &&
(used_write_mask & 0b0001)) {
a_.OpIMax(
dxbc::Dest::R(system_temp_point_size_edge_flag_kill_vertex_, 0b0001),
LoadSystemConstant(SystemConstants::Index::kPointVertexDiameterMin,
offsetof(SystemConstants, point_vertex_diameter_min),
dxbc::Src::kXXXX),
dxbc::Src::R(system_temp_point_size_edge_flag_kill_vertex_,
dxbc::Src::kXXXX));
a_.OpIMin(
dxbc::Dest::R(system_temp_point_size_edge_flag_kill_vertex_, 0b0001),
LoadSystemConstant(SystemConstants::Index::kPointVertexDiameterMax,
offsetof(SystemConstants, point_vertex_diameter_max),
dxbc::Src::kXXXX),
dxbc::Src::R(system_temp_point_size_edge_flag_kill_vertex_,
dxbc::Src::kXXXX));
}
}
void DxbcShaderTranslator::UpdateExecConditionalsAndEmitDisassembly(
ParsedExecInstruction::Type type, uint32_t bool_constant_index,
bool condition) {
// Check if we can merge the new exec with the previous one, or the jump with
// the previous exec. The instruction-level predicate check is also merged in
// this case.
bool merge = false;
if (type == ParsedExecInstruction::Type::kConditional) {
// Can merge conditional with conditional, as long as the bool constant and
// the expected values are the same.
if (cf_exec_bool_constant_ == bool_constant_index &&
cf_exec_bool_constant_condition_ == condition) {
merge = true;
}
} else if (type == ParsedExecInstruction::Type::kPredicated) {
// Can merge predicated with predicated if the conditions are the same and
// the previous exec hasn't modified the predicate register.
if (!cf_exec_predicate_written_ && cf_exec_predicated_ &&
cf_exec_predicate_condition_ == condition) {
merge = true;
}
} else {
// Can merge unconditional with unconditional.
if (cf_exec_bool_constant_ == kCfExecBoolConstantNone &&
!cf_exec_predicated_) {
merge = true;
}
}
if (merge) {
// Emit the disassembly for the exec/jump merged with the previous one.
EmitInstructionDisassembly();
return;
}
CloseExecConditionals();
// Emit the disassembly for the new exec/jump.
EmitInstructionDisassembly();
if (type == ParsedExecInstruction::Type::kConditional) {
uint32_t bool_constant_test_temp = PushSystemTemp();
// Check the bool constant value.
if (cbuffer_index_bool_loop_constants_ == kBindingIndexUnallocated) {
cbuffer_index_bool_loop_constants_ = cbuffer_count_++;
}
a_.OpAnd(dxbc::Dest::R(bool_constant_test_temp, 0b0001),
dxbc::Src::CB(cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
bool_constant_index >> 7)
.Select((bool_constant_index >> 5) & 3),
dxbc::Src::LU(uint32_t(1) << (bool_constant_index & 31)));
// Open the new `if`.
a_.OpIf(condition, dxbc::Src::R(bool_constant_test_temp, dxbc::Src::kXXXX));
// Release bool_constant_test_temp.
PopSystemTemp();
cf_exec_bool_constant_ = bool_constant_index;
cf_exec_bool_constant_condition_ = condition;
} else if (type == ParsedExecInstruction::Type::kPredicated) {
a_.OpIf(condition,
dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kZZZZ));
cf_exec_predicated_ = true;
cf_exec_predicate_condition_ = condition;
}
}
void DxbcShaderTranslator::CloseExecConditionals() {
// Within the exec - instruction-level predicate check.
CloseInstructionPredication();
// Exec level.
if (cf_exec_bool_constant_ != kCfExecBoolConstantNone ||
cf_exec_predicated_) {
a_.OpEndIf();
cf_exec_bool_constant_ = kCfExecBoolConstantNone;
cf_exec_predicated_ = false;
}
// Nothing relies on the predicate value being unchanged now.
cf_exec_predicate_written_ = false;
}
void DxbcShaderTranslator::UpdateInstructionPredicationAndEmitDisassembly(
bool predicated, bool condition) {
if (!predicated) {
CloseInstructionPredication();
EmitInstructionDisassembly();
return;
}
if (cf_instruction_predicate_if_open_) {
if (cf_instruction_predicate_condition_ == condition) {
// Already in the needed instruction-level `if`.
EmitInstructionDisassembly();
return;
}
CloseInstructionPredication();
}
// Emit the disassembly before opening (or not opening) the new conditional.
EmitInstructionDisassembly();
// If the instruction predicate condition is the same as the exec predicate
// condition, no need to open a check. However, if there was a `setp` prior
// to this instruction, the predicate value now may be different than it was
// in the beginning of the exec.
if (!cf_exec_predicate_written_ && cf_exec_predicated_ &&
cf_exec_predicate_condition_ == condition) {
return;
}
a_.OpIf(condition, dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kZZZZ));
cf_instruction_predicate_if_open_ = true;
cf_instruction_predicate_condition_ = condition;
}
void DxbcShaderTranslator::CloseInstructionPredication() {
if (cf_instruction_predicate_if_open_) {
a_.OpEndIf();
cf_instruction_predicate_if_open_ = false;
}
}
void DxbcShaderTranslator::JumpToLabel(uint32_t address) {
a_.OpMov(dxbc::Dest::R(system_temp_ps_pc_p0_a0_, 0b0010),
dxbc::Src::LU(address));
a_.OpContinue();
}
void DxbcShaderTranslator::ProcessLabel(uint32_t cf_index) {
if (cf_index == 0) {
// 0 already added in the beginning.
return;
}
// Close flow control on the deeper levels below - prevent attempts to merge
// execs across labels.
CloseExecConditionals();
if (UseSwitchForControlFlow()) {
// Fallthrough to the label from the previous one on the next iteration if
// no `continue` was done. Can't simply fallthrough because in DXBC, a
// non-empty switch case must end with a break.
JumpToLabel(cf_index);
// Close the previous label.
a_.OpBreak();
// Go to the next label.
a_.OpCase(dxbc::Src::LU(cf_index));
} else {
// Close the previous label.
a_.OpEndIf();
// if (pc <= cf_index)
uint32_t test_temp = PushSystemTemp();
a_.OpUGE(dxbc::Dest::R(test_temp, 0b0001), dxbc::Src::LU(cf_index),
dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kYYYY));
a_.OpIf(true, dxbc::Src::R(test_temp, dxbc::Src::kXXXX));
// Release test_temp.
PopSystemTemp();
}
}
void DxbcShaderTranslator::ProcessExecInstructionBegin(
const ParsedExecInstruction& instr) {
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
}
UpdateExecConditionalsAndEmitDisassembly(
instr.type, instr.bool_constant_index, instr.condition);
}
void DxbcShaderTranslator::ProcessExecInstructionEnd(
const ParsedExecInstruction& instr) {
if (instr.is_end) {
// Break out of the main loop.
CloseInstructionPredication();
if (UseSwitchForControlFlow()) {
// Write an invalid value to pc.
a_.OpMov(dxbc::Dest::R(system_temp_ps_pc_p0_a0_, 0b0010),
dxbc::Src::LU(UINT32_MAX));
// Go to the next iteration, where switch cases won't be reached.
a_.OpContinue();
} else {
a_.OpBreak();
}
}
}
void DxbcShaderTranslator::ProcessLoopStartInstruction(
const ParsedLoopStartInstruction& instr) {
// loop il<idx>, L<idx> - loop with loop data il<idx>, end @ L<idx>
// Loop control is outside execs - actually close the last exec.
CloseExecConditionals();
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
EmitInstructionDisassembly();
}
// Count (unsigned) in bits 0:7 of the loop constant, initial aL (unsigned) in
// 8:15. Starting from vector 2 because of bool constants.
if (cbuffer_index_bool_loop_constants_ == kBindingIndexUnallocated) {
cbuffer_index_bool_loop_constants_ = cbuffer_count_++;
}
dxbc::Src loop_constant_src(
dxbc::Src::CB(cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
2 + (instr.loop_constant_index >> 2))
.Select(instr.loop_constant_index & 3));
{
uint32_t loop_count_temp = PushSystemTemp();
a_.OpAnd(dxbc::Dest::R(loop_count_temp, 0b0001), loop_constant_src,
dxbc::Src::LU(UINT8_MAX));
// Skip the loop without pushing if the count is zero from the beginning.
a_.OpIf(false, dxbc::Src::R(loop_count_temp, dxbc::Src::kXXXX));
JumpToLabel(instr.loop_skip_address);
a_.OpEndIf();
// Push the count to the loop count stack - move XYZ to YZW and set X to the
// new loop count.
a_.OpMov(dxbc::Dest::R(system_temp_loop_count_, 0b1110),
dxbc::Src::R(system_temp_loop_count_, 0b10010000));
a_.OpMov(dxbc::Dest::R(system_temp_loop_count_, 0b0001),
dxbc::Src::R(loop_count_temp, dxbc::Src::kXXXX));
// Release loop_count_temp.
PopSystemTemp();
}
// Push aL - keep the same value as in the previous loop if repeating, or the
// new one otherwise.
a_.OpMov(dxbc::Dest::R(system_temp_aL_, instr.is_repeat ? 0b1111 : 0b1110),
dxbc::Src::R(system_temp_aL_, 0b10010000));
if (!instr.is_repeat) {
a_.OpUBFE(dxbc::Dest::R(system_temp_aL_, 0b0001), dxbc::Src::LU(8),
dxbc::Src::LU(8), loop_constant_src);
}
}
void DxbcShaderTranslator::ProcessLoopEndInstruction(
const ParsedLoopEndInstruction& instr) {
// endloop il<idx>, L<idx> - end loop w/ data il<idx>, head @ L<idx>
// Loop control is outside execs - actually close the last exec.
CloseExecConditionals();
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
EmitInstructionDisassembly();
}
// Subtract 1 from the loop counter.
a_.OpIAdd(dxbc::Dest::R(system_temp_loop_count_, 0b0001),
dxbc::Src::R(system_temp_loop_count_, dxbc::Src::kXXXX),
dxbc::Src::LI(-1));
if (instr.is_predicated_break) {
// if (loop_count.x == 0 || [!]p0)
uint32_t break_case_temp = PushSystemTemp();
if (instr.predicate_condition) {
// If p0 is non-zero, set the test value to 0 (since if_z is used,
// otherwise check if the loop counter is zero).
a_.OpMovC(dxbc::Dest::R(break_case_temp, 0b0001),
dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kZZZZ),
dxbc::Src::LU(0),
dxbc::Src::R(system_temp_loop_count_, dxbc::Src::kXXXX));
} else {
// If p0 is zero, set the test value to 0 (since if_z is used, otherwise
// check if the loop counter is zero).
a_.OpMovC(dxbc::Dest::R(break_case_temp, 0b0001),
dxbc::Src::R(system_temp_ps_pc_p0_a0_, dxbc::Src::kZZZZ),
dxbc::Src::R(system_temp_loop_count_, dxbc::Src::kXXXX),
dxbc::Src::LU(0));
}
a_.OpIf(false, dxbc::Src::R(break_case_temp, dxbc::Src::kXXXX));
// Release break_case_temp.
PopSystemTemp();
} else {
// if (loop_count.x == 0)
a_.OpIf(false, dxbc::Src::R(system_temp_loop_count_, dxbc::Src::kXXXX));
}
{
// Break case.
// Pop the current loop off the loop counter and the relative address
// stacks - move YZW to XYZ and set W to 0.
a_.OpMov(dxbc::Dest::R(system_temp_loop_count_, 0b0111),
dxbc::Src::R(system_temp_loop_count_, 0b111001));
a_.OpMov(dxbc::Dest::R(system_temp_loop_count_, 0b1000), dxbc::Src::LU(0));
a_.OpMov(dxbc::Dest::R(system_temp_aL_, 0b0111),
dxbc::Src::R(system_temp_aL_, 0b111001));
a_.OpMov(dxbc::Dest::R(system_temp_aL_, 0b1000), dxbc::Src::LI(0));
// Now going to fall through to the next exec (no need to jump).
}
a_.OpElse();
{
// Continue case.
uint32_t aL_add_temp = PushSystemTemp();
// Extract the value to add to aL (signed, in bits 16:23 of the loop
// constant). Starting from vector 2 because of bool constants.
if (cbuffer_index_bool_loop_constants_ == kBindingIndexUnallocated) {
cbuffer_index_bool_loop_constants_ = cbuffer_count_++;
}
a_.OpIBFE(dxbc::Dest::R(aL_add_temp, 0b0001), dxbc::Src::LU(8),
dxbc::Src::LU(16),
dxbc::Src::CB(cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
2 + (instr.loop_constant_index >> 2))
.Select(instr.loop_constant_index & 3));
// Add the needed value to aL.
a_.OpIAdd(dxbc::Dest::R(system_temp_aL_, 0b0001),
dxbc::Src::R(system_temp_aL_, dxbc::Src::kXXXX),
dxbc::Src::R(aL_add_temp, dxbc::Src::kXXXX));
// Release aL_add_temp.
PopSystemTemp();
// Jump back to the beginning of the loop body.
JumpToLabel(instr.loop_body_address);
}
a_.OpEndIf();
}
void DxbcShaderTranslator::ProcessJumpInstruction(
const ParsedJumpInstruction& instr) {
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
}
// Treat like exec, merge with execs if possible, since it's an if too.
ParsedExecInstruction::Type type;
if (instr.type == ParsedJumpInstruction::Type::kConditional) {
type = ParsedExecInstruction::Type::kConditional;
} else if (instr.type == ParsedJumpInstruction::Type::kPredicated) {
type = ParsedExecInstruction::Type::kPredicated;
} else {
type = ParsedExecInstruction::Type::kUnconditional;
}
UpdateExecConditionalsAndEmitDisassembly(type, instr.bool_constant_index,
instr.condition);
// UpdateExecConditionalsAndEmitDisassembly may not necessarily close the
// instruction-level predicate check (it's not necessary if the execs are
// merged), but here the instruction itself is on the flow control level, so
// the predicate check is on the flow control level too.
CloseInstructionPredication();
JumpToLabel(instr.target_address);
}
void DxbcShaderTranslator::ProcessAllocInstruction(
const ParsedAllocInstruction& instr) {
if (emit_source_map_) {
instruction_disassembly_buffer_.Reset();
instr.Disassemble(&instruction_disassembly_buffer_);
EmitInstructionDisassembly();
}
if (instr.type == AllocType::kMemory) {
++memexport_alloc_current_count_;
}
}
const DxbcShaderTranslator::ShaderRdefType
DxbcShaderTranslator::rdef_types_[size_t(
DxbcShaderTranslator::ShaderRdefTypeIndex::kCount)] = {
// kFloat
{"float", dxbc::RdefVariableClass::kScalar,
dxbc::RdefVariableType::kFloat, 1, 1, 0,
ShaderRdefTypeIndex::kUnknown},
// kFloat2
{"float2", dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kFloat, 1, 2, 0,
ShaderRdefTypeIndex::kUnknown},
// kFloat3
{"float3", dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kFloat, 1, 3, 0,
ShaderRdefTypeIndex::kUnknown},
// kFloat4
{"float4", dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kFloat, 1, 4, 0,
ShaderRdefTypeIndex::kUnknown},
// kUint
{"dword", dxbc::RdefVariableClass::kScalar,
dxbc::RdefVariableType::kUInt, 1, 1, 0, ShaderRdefTypeIndex::kUnknown},
// kUint2
{"uint2", dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kUInt, 1, 2, 0, ShaderRdefTypeIndex::kUnknown},
// kUint4
{"uint4", dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kUInt, 1, 4, 0, ShaderRdefTypeIndex::kUnknown},
// kFloat4Array4
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kFloat, 1, 4, 4, ShaderRdefTypeIndex::kFloat4},
// kFloat4Array6
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kFloat, 1, 4, 6, ShaderRdefTypeIndex::kFloat4},
// kFloat4ConstantArray - float constants - size written dynamically.
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kFloat, 1, 4, 0, ShaderRdefTypeIndex::kFloat4},
// kUint4Array2
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kUInt, 1, 4, 2, ShaderRdefTypeIndex::kUint4},
// kUint4Array8
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kUInt, 1, 4, 8, ShaderRdefTypeIndex::kUint4},
// kUint4Array48
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kUInt, 1, 4, 48, ShaderRdefTypeIndex::kUint4},
// kUint4DescriptorIndexArray - bindless descriptor indices - size
// written
// dynamically.
{nullptr, dxbc::RdefVariableClass::kVector,
dxbc::RdefVariableType::kUInt, 1, 4, 0, ShaderRdefTypeIndex::kUint4},
};
const DxbcShaderTranslator::SystemConstantRdef
DxbcShaderTranslator::system_constant_rdef_[size_t(
DxbcShaderTranslator::SystemConstants::Index::kCount)] = {
{"xe_flags", ShaderRdefTypeIndex::kUint, sizeof(uint32_t)},
{"xe_tessellation_factor_range", ShaderRdefTypeIndex::kFloat2,
sizeof(float) * 2},
{"xe_line_loop_closing_index", ShaderRdefTypeIndex::kUint,
sizeof(uint32_t)},
{"xe_vertex_index_endian", ShaderRdefTypeIndex::kUint,
sizeof(uint32_t)},
{"xe_vertex_index_offset", ShaderRdefTypeIndex::kUint, sizeof(int32_t)},
{"xe_vertex_index_min_max", ShaderRdefTypeIndex::kUint2,
sizeof(uint32_t) * 2},
{"xe_user_clip_planes", ShaderRdefTypeIndex::kFloat4Array6,
sizeof(float) * 4 * 6},
{"xe_ndc_scale", ShaderRdefTypeIndex::kFloat3, sizeof(float) * 3},
{"xe_point_vertex_diameter_min", ShaderRdefTypeIndex::kFloat,
sizeof(float)},
{"xe_ndc_offset", ShaderRdefTypeIndex::kFloat3, sizeof(float) * 3},
{"xe_point_vertex_diameter_max", ShaderRdefTypeIndex::kFloat,
sizeof(float)},
{"xe_point_constant_diameter", ShaderRdefTypeIndex::kFloat2,
sizeof(float) * 2},
{"xe_point_screen_diameter_to_ndc_radius", ShaderRdefTypeIndex::kFloat2,
sizeof(float) * 2},
{"xe_interpolator_sampling_pattern", ShaderRdefTypeIndex::kUint,
sizeof(uint32_t)},
{"xe_ps_param_gen", ShaderRdefTypeIndex::kUint, sizeof(uint32_t)},
{"xe_sample_count_log2", ShaderRdefTypeIndex::kUint2,
sizeof(uint32_t) * 2},
{"xe_texture_swizzled_signs", ShaderRdefTypeIndex::kUint4Array2,
sizeof(uint32_t) * 4 * 2},
{"xe_textures_resolved", ShaderRdefTypeIndex::kUint, sizeof(uint32_t)},
{"xe_alpha_test_reference", ShaderRdefTypeIndex::kFloat, sizeof(float)},
{"xe_alpha_to_mask", ShaderRdefTypeIndex::kUint, sizeof(uint32_t)},
{"xe_edram_32bpp_tile_pitch_dwords_scaled", ShaderRdefTypeIndex::kUint,
sizeof(uint32_t)},
{"xe_color_exp_bias", ShaderRdefTypeIndex::kFloat4, sizeof(float) * 4},
{"xe_edram_poly_offset_front", ShaderRdefTypeIndex::kFloat2,
sizeof(float) * 2},
{"xe_edram_poly_offset_back", ShaderRdefTypeIndex::kFloat2,
sizeof(float) * 2},
{"xe_edram_depth_base_dwords_scaled", ShaderRdefTypeIndex::kUint,
sizeof(uint32_t), sizeof(float) * 3},
{"xe_edram_stencil", ShaderRdefTypeIndex::kUint4Array2,
sizeof(uint32_t) * 4 * 2},
{"xe_edram_rt_base_dwords_scaled", ShaderRdefTypeIndex::kUint4,
sizeof(uint32_t) * 4},
{"xe_edram_rt_format_flags", ShaderRdefTypeIndex::kUint4,
sizeof(uint32_t) * 4},
{"xe_edram_rt_clamp", ShaderRdefTypeIndex::kFloat4Array4,
sizeof(float) * 4 * 4},
{"xe_edram_rt_keep_mask", ShaderRdefTypeIndex::kUint4Array2,
sizeof(uint32_t) * 4 * 2},
{"xe_edram_rt_blend_factors_ops", ShaderRdefTypeIndex::kUint4,
sizeof(uint32_t) * 4},
{"xe_edram_blend_constant", ShaderRdefTypeIndex::kFloat4,
sizeof(float) * 4},
};
void DxbcShaderTranslator::WriteResourceDefinition() {
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resizing also zeroes the memory.
uint32_t blob_position_dwords = uint32_t(shader_object_.size());
uint32_t name_ptr;
const Shader::ConstantRegisterMap& constant_register_map =
current_shader().constant_register_map();
// Allocate space for the header, will fill when all pointers and counts are
// known.
shader_object_.resize(shader_object_.size() +
sizeof(dxbc::RdefHeader) / sizeof(uint32_t));
// Generator name.
dxbc::AppendAlignedString(shader_object_, "Xenia");
// ***************************************************************************
// Constant types
// ***************************************************************************
// Type names.
name_ptr = (uint32_t(shader_object_.size()) - blob_position_dwords) *
sizeof(uint32_t);
uint32_t type_name_ptrs[size_t(ShaderRdefTypeIndex::kCount)];
for (uint32_t i = 0; i < uint32_t(ShaderRdefTypeIndex::kCount); ++i) {
const ShaderRdefType& type = rdef_types_[i];
if (type.name == nullptr) {
// Array - use the name of the element type.
assert_true(uint32_t(type.array_element_type) < i);
type_name_ptrs[i] = type_name_ptrs[uint32_t(type.array_element_type)];
continue;
}
type_name_ptrs[i] = name_ptr;
name_ptr += dxbc::AppendAlignedString(shader_object_, type.name);
}
// Types.
uint32_t types_position_dwords = uint32_t(shader_object_.size());
uint32_t types_ptr =
(types_position_dwords - blob_position_dwords) * sizeof(uint32_t);
shader_object_.resize(types_position_dwords +
sizeof(dxbc::RdefType) / sizeof(uint32_t) *
uint32_t(ShaderRdefTypeIndex::kCount));
{
auto types = reinterpret_cast<dxbc::RdefType*>(shader_object_.data() +
types_position_dwords);
for (uint32_t i = 0; i < uint32_t(ShaderRdefTypeIndex::kCount); ++i) {
dxbc::RdefType& type = types[i];
const ShaderRdefType& translator_type = rdef_types_[i];
type.variable_class = translator_type.variable_class;
type.variable_type = translator_type.variable_type;
type.row_count = translator_type.row_count;
type.column_count = translator_type.column_count;
switch (ShaderRdefTypeIndex(i)) {
case ShaderRdefTypeIndex::kFloat4ConstantArray:
// Declaring a 0-sized array may not be safe, so write something valid
// even if they aren't used.
type.element_count = std::max(
uint16_t(constant_register_map.float_count), uint16_t(1));
break;
case ShaderRdefTypeIndex::kUint4DescriptorIndexArray:
type.element_count = std::max(
uint16_t((GetBindlessResourceCount() + 3) >> 2), uint16_t(1));
break;
default:
type.element_count = translator_type.element_count;
}
type.name_ptr = type_name_ptrs[i];
}
}
// ***************************************************************************
// Constants
// ***************************************************************************
// Names.
name_ptr = (uint32_t(shader_object_.size()) - blob_position_dwords) *
sizeof(uint32_t);
uint32_t constant_name_ptrs_system[size_t(SystemConstants::Index::kCount)];
if (cbuffer_index_system_constants_ != kBindingIndexUnallocated) {
for (size_t i = 0; i < size_t(SystemConstants::Index::kCount); ++i) {
constant_name_ptrs_system[i] = name_ptr;
name_ptr += dxbc::AppendAlignedString(shader_object_,
system_constant_rdef_[i].name);
}
}
uint32_t constant_name_ptr_float = name_ptr;
if (cbuffer_index_float_constants_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_float_constants");
}
uint32_t constant_name_ptr_bool = name_ptr;
uint32_t constant_name_ptr_loop = name_ptr;
if (cbuffer_index_bool_loop_constants_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_bool_constants");
constant_name_ptr_loop = name_ptr;
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_loop_constants");
}
uint32_t constant_name_ptr_fetch = name_ptr;
if (cbuffer_index_fetch_constants_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_fetch_constants");
}
uint32_t constant_name_ptr_descriptor_indices = name_ptr;
if (cbuffer_index_descriptor_indices_ != kBindingIndexUnallocated) {
name_ptr +=
dxbc::AppendAlignedString(shader_object_, "xe_descriptor_indices");
}
// System constants.
uint32_t constant_position_dwords_system = uint32_t(shader_object_.size());
if (cbuffer_index_system_constants_ != kBindingIndexUnallocated) {
shader_object_.resize(constant_position_dwords_system +
sizeof(dxbc::RdefVariable) / sizeof(uint32_t) *
size_t(SystemConstants::Index::kCount));
auto constants_system = reinterpret_cast<dxbc::RdefVariable*>(
shader_object_.data() + constant_position_dwords_system);
uint32_t constant_offset_system = 0;
for (size_t i = 0; i < size_t(SystemConstants::Index::kCount); ++i) {
dxbc::RdefVariable& constant_system = constants_system[i];
const SystemConstantRdef& translator_constant_system =
system_constant_rdef_[i];
constant_system.name_ptr = constant_name_ptrs_system[i];
constant_system.start_offset_bytes = constant_offset_system;
constant_system.size_bytes = translator_constant_system.size;
constant_system.flags = (system_constants_used_ & (uint64_t(1) << i))
? dxbc::kRdefVariableFlagUsed
: 0;
constant_system.type_ptr =
types_ptr +
sizeof(dxbc::RdefType) * uint32_t(translator_constant_system.type);
constant_system.start_texture = UINT32_MAX;
constant_system.start_sampler = UINT32_MAX;
constant_offset_system += translator_constant_system.size +
translator_constant_system.padding_after;
}
}
// Float constants.
uint32_t constant_position_dwords_float = uint32_t(shader_object_.size());
if (cbuffer_index_float_constants_ != kBindingIndexUnallocated) {
assert_not_zero(constant_register_map.float_count);
shader_object_.resize(constant_position_dwords_float +
sizeof(dxbc::RdefVariable) / sizeof(uint32_t));
auto& constant_float = *reinterpret_cast<dxbc::RdefVariable*>(
shader_object_.data() + constant_position_dwords_float);
constant_float.name_ptr = constant_name_ptr_float;
constant_float.size_bytes =
sizeof(float) * 4 * constant_register_map.float_count;
constant_float.flags = dxbc::kRdefVariableFlagUsed;
constant_float.type_ptr =
types_ptr + sizeof(dxbc::RdefType) *
uint32_t(ShaderRdefTypeIndex::kFloat4ConstantArray);
constant_float.start_texture = UINT32_MAX;
constant_float.start_sampler = UINT32_MAX;
}
// Bool and loop constants.
uint32_t constant_position_dwords_bool_loop = uint32_t(shader_object_.size());
if (cbuffer_index_bool_loop_constants_ != kBindingIndexUnallocated) {
shader_object_.resize(constant_position_dwords_bool_loop +
sizeof(dxbc::RdefVariable) / sizeof(uint32_t) * 2);
auto constants_bool_loop = reinterpret_cast<dxbc::RdefVariable*>(
shader_object_.data() + constant_position_dwords_bool_loop);
constants_bool_loop[0].name_ptr = constant_name_ptr_bool;
constants_bool_loop[0].size_bytes = sizeof(uint32_t) * 4 * 2;
for (size_t i = 0; i < xe::countof(constant_register_map.bool_bitmap);
++i) {
if (constant_register_map.bool_bitmap[i]) {
constants_bool_loop[0].flags |= dxbc::kRdefVariableFlagUsed;
break;
}
}
constants_bool_loop[0].type_ptr =
types_ptr +
sizeof(dxbc::RdefType) * uint32_t(ShaderRdefTypeIndex::kUint4Array2);
constants_bool_loop[0].start_texture = UINT32_MAX;
constants_bool_loop[0].start_sampler = UINT32_MAX;
constants_bool_loop[1].name_ptr = constant_name_ptr_loop;
constants_bool_loop[1].start_offset_bytes = sizeof(uint32_t) * 4 * 2;
constants_bool_loop[1].size_bytes = sizeof(uint32_t) * 4 * 8;
constants_bool_loop[1].flags =
constant_register_map.loop_bitmap ? dxbc::kRdefVariableFlagUsed : 0;
constants_bool_loop[1].type_ptr =
types_ptr +
sizeof(dxbc::RdefType) * uint32_t(ShaderRdefTypeIndex::kUint4Array8);
constants_bool_loop[1].start_texture = UINT32_MAX;
constants_bool_loop[1].start_sampler = UINT32_MAX;
}
// Fetch constants.
uint32_t constant_position_dwords_fetch = uint32_t(shader_object_.size());
if (cbuffer_index_fetch_constants_ != kBindingIndexUnallocated) {
shader_object_.resize(constant_position_dwords_fetch +
sizeof(dxbc::RdefVariable) / sizeof(uint32_t));
auto& constant_fetch = *reinterpret_cast<dxbc::RdefVariable*>(
shader_object_.data() + constant_position_dwords_fetch);
constant_fetch.name_ptr = constant_name_ptr_fetch;
constant_fetch.size_bytes = sizeof(uint32_t) * 6 * 32;
constant_fetch.flags = dxbc::kRdefVariableFlagUsed;
constant_fetch.type_ptr =
types_ptr +
sizeof(dxbc::RdefType) * uint32_t(ShaderRdefTypeIndex::kUint4Array48);
constant_fetch.start_texture = UINT32_MAX;
constant_fetch.start_sampler = UINT32_MAX;
}
// Bindless description indices.
uint32_t constant_position_dwords_descriptor_indices =
uint32_t(shader_object_.size());
if (cbuffer_index_descriptor_indices_ != kBindingIndexUnallocated) {
assert_not_zero(GetBindlessResourceCount());
shader_object_.resize(constant_position_dwords_descriptor_indices +
sizeof(dxbc::RdefVariable) / sizeof(uint32_t));
auto& constant_descriptor_indices = *reinterpret_cast<dxbc::RdefVariable*>(
shader_object_.data() + constant_position_dwords_descriptor_indices);
constant_descriptor_indices.name_ptr = constant_name_ptr_descriptor_indices;
constant_descriptor_indices.size_bytes =
sizeof(uint32_t) * xe::align(GetBindlessResourceCount(), uint32_t(4));
constant_descriptor_indices.flags = dxbc::kRdefVariableFlagUsed;
constant_descriptor_indices.type_ptr =
types_ptr +
sizeof(dxbc::RdefType) *
uint32_t(ShaderRdefTypeIndex::kUint4DescriptorIndexArray);
constant_descriptor_indices.start_texture = UINT32_MAX;
constant_descriptor_indices.start_sampler = UINT32_MAX;
}
// ***************************************************************************
// Constant buffers
// ***************************************************************************
// Names.
name_ptr = (uint32_t(shader_object_.size()) - blob_position_dwords) *
sizeof(uint32_t);
uint32_t cbuffer_name_ptr_system = name_ptr;
if (cbuffer_index_system_constants_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_system_cbuffer");
}
uint32_t cbuffer_name_ptr_float = name_ptr;
if (cbuffer_index_float_constants_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_float_cbuffer");
}
uint32_t cbuffer_name_ptr_bool_loop = name_ptr;
if (cbuffer_index_bool_loop_constants_ != kBindingIndexUnallocated) {
name_ptr +=
dxbc::AppendAlignedString(shader_object_, "xe_bool_loop_cbuffer");
}
uint32_t cbuffer_name_ptr_fetch = name_ptr;
if (cbuffer_index_fetch_constants_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_fetch_cbuffer");
}
uint32_t cbuffer_name_ptr_descriptor_indices = name_ptr;
if (cbuffer_index_descriptor_indices_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_,
"xe_descriptor_indices_cbuffer");
}
// All the constant buffers, sorted by their binding index.
uint32_t cbuffers_position_dwords = uint32_t(shader_object_.size());
shader_object_.resize(cbuffers_position_dwords + sizeof(dxbc::RdefCbuffer) /
sizeof(uint32_t) *
cbuffer_count_);
{
auto cbuffers = reinterpret_cast<dxbc::RdefCbuffer*>(
shader_object_.data() + cbuffers_position_dwords);
for (uint32_t i = 0; i < cbuffer_count_; ++i) {
dxbc::RdefCbuffer& cbuffer = cbuffers[i];
cbuffer.type = dxbc::RdefCbufferType::kCbuffer;
if (i == cbuffer_index_system_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_system;
cbuffer.variable_count = uint32_t(SystemConstants::Index::kCount);
cbuffer.variables_ptr =
(constant_position_dwords_system - blob_position_dwords) *
sizeof(uint32_t);
cbuffer.size_vector_aligned_bytes =
uint32_t(xe::align(sizeof(SystemConstants), sizeof(uint32_t) * 4));
} else if (i == cbuffer_index_float_constants_) {
assert_not_zero(constant_register_map.float_count);
cbuffer.name_ptr = cbuffer_name_ptr_float;
cbuffer.variable_count = 1;
cbuffer.variables_ptr =
(constant_position_dwords_float - blob_position_dwords) *
sizeof(uint32_t);
cbuffer.size_vector_aligned_bytes =
sizeof(float) * 4 * constant_register_map.float_count;
} else if (i == cbuffer_index_bool_loop_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_bool_loop;
cbuffer.variable_count = 2;
cbuffer.variables_ptr =
(constant_position_dwords_bool_loop - blob_position_dwords) *
sizeof(uint32_t);
cbuffer.size_vector_aligned_bytes = sizeof(uint32_t) * 4 * (2 + 8);
} else if (i == cbuffer_index_fetch_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_fetch;
cbuffer.variable_count = 1;
cbuffer.variables_ptr =
(constant_position_dwords_fetch - blob_position_dwords) *
sizeof(uint32_t);
cbuffer.size_vector_aligned_bytes = sizeof(uint32_t) * 6 * 32;
} else if (i == cbuffer_index_descriptor_indices_) {
assert_not_zero(GetBindlessResourceCount());
cbuffer.name_ptr = cbuffer_name_ptr_descriptor_indices;
cbuffer.variable_count = 1;
cbuffer.variables_ptr = (constant_position_dwords_descriptor_indices -
blob_position_dwords) *
sizeof(uint32_t);
cbuffer.size_vector_aligned_bytes =
sizeof(uint32_t) *
xe::align(GetBindlessResourceCount(), uint32_t(4));
} else {
assert_unhandled_case(i);
}
}
}
// ***************************************************************************
// Bindings, in s#, t#, u#, cb# order
// ***************************************************************************
// Names, except for constant buffers because their names are written already.
name_ptr = (uint32_t(shader_object_.size()) - blob_position_dwords) *
sizeof(uint32_t);
uint32_t sampler_name_ptr = name_ptr;
if (!sampler_bindings_.empty()) {
if (bindless_resources_used_) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_samplers");
} else {
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
name_ptr += dxbc::AppendAlignedString(
shader_object_, sampler_bindings_[i].bindful_name.c_str());
}
}
}
uint32_t shared_memory_srv_name_ptr = name_ptr;
if (srv_index_shared_memory_ != kBindingIndexUnallocated) {
name_ptr +=
dxbc::AppendAlignedString(shader_object_, "xe_shared_memory_srv");
}
uint32_t bindless_textures_2d_name_ptr = name_ptr;
uint32_t bindless_textures_3d_name_ptr = name_ptr;
uint32_t bindless_textures_cube_name_ptr = name_ptr;
if (bindless_resources_used_) {
if (srv_index_bindless_textures_2d_ != kBindingIndexUnallocated) {
bindless_textures_2d_name_ptr = name_ptr;
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_textures_2d");
}
if (srv_index_bindless_textures_3d_ != kBindingIndexUnallocated) {
bindless_textures_3d_name_ptr = name_ptr;
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_textures_3d");
}
if (srv_index_bindless_textures_cube_ != kBindingIndexUnallocated) {
bindless_textures_cube_name_ptr = name_ptr;
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_textures_cube");
}
} else {
for (TextureBinding& texture_binding : texture_bindings_) {
texture_binding.bindful_srv_rdef_name_ptr = name_ptr;
name_ptr += dxbc::AppendAlignedString(
shader_object_, texture_binding.bindful_name.c_str());
}
}
uint32_t shared_memory_uav_name_ptr = name_ptr;
if (uav_index_shared_memory_ != kBindingIndexUnallocated) {
name_ptr +=
dxbc::AppendAlignedString(shader_object_, "xe_shared_memory_uav");
}
uint32_t edram_name_ptr = name_ptr;
if (uav_index_edram_ != kBindingIndexUnallocated) {
name_ptr += dxbc::AppendAlignedString(shader_object_, "xe_edram");
}
uint32_t bindings_position_dwords = uint32_t(shader_object_.size());
// Samplers.
if (!sampler_bindings_.empty()) {
uint32_t samplers_position_dwords = uint32_t(shader_object_.size());
shader_object_.resize(
samplers_position_dwords +
sizeof(dxbc::RdefInputBind) / sizeof(uint32_t) *
(bindless_resources_used_ ? 1 : sampler_bindings_.size()));
auto samplers = reinterpret_cast<dxbc::RdefInputBind*>(
shader_object_.data() + samplers_position_dwords);
if (bindless_resources_used_) {
// Bindless sampler heap.
samplers[0].name_ptr = sampler_name_ptr;
samplers[0].type = dxbc::RdefInputType::kSampler;
} else {
// Bindful samplers.
uint32_t sampler_current_name_ptr = sampler_name_ptr;
for (size_t i = 0; i < sampler_bindings_.size(); ++i) {
dxbc::RdefInputBind& sampler = samplers[i];
sampler.name_ptr = sampler_current_name_ptr;
sampler.type = dxbc::RdefInputType::kSampler;
sampler.bind_point = uint32_t(i);
sampler.bind_count = 1;
sampler.id = uint32_t(i);
sampler_current_name_ptr += dxbc::GetAlignedStringLength(
sampler_bindings_[i].bindful_name.c_str());
}
}
}
// Shader resource views, sorted by binding index.
uint32_t srvs_position_dwords = uint32_t(shader_object_.size());
shader_object_.resize(srvs_position_dwords + sizeof(dxbc::RdefInputBind) /
sizeof(uint32_t) *
srv_count_);
{
auto srvs = reinterpret_cast<dxbc::RdefInputBind*>(shader_object_.data() +
srvs_position_dwords);
for (uint32_t i = 0; i < srv_count_; ++i) {
dxbc::RdefInputBind& srv = srvs[i];
srv.id = i;
if (i == srv_index_shared_memory_) {
// Shared memory (when memexport isn't used in the pipeline).
srv.name_ptr = shared_memory_srv_name_ptr;
srv.type = dxbc::RdefInputType::kByteAddress;
srv.return_type = dxbc::ResourceReturnType::kMixed;
srv.dimension = dxbc::RdefDimension::kSRVBuffer;
srv.bind_point = uint32_t(SRVMainRegister::kSharedMemory);
srv.bind_count = 1;
srv.bind_point_space = uint32_t(SRVSpace::kMain);
} else {
// Bindful texture or bindless textures.
srv.type = dxbc::RdefInputType::kTexture;
srv.return_type = dxbc::ResourceReturnType::kFloat;
srv.sample_count = UINT32_MAX;
srv.flags = dxbc::kRdefInputFlags4Component;
if (bindless_resources_used_) {
// Bindless texture heap.
if (i == srv_index_bindless_textures_3d_) {
srv.name_ptr = bindless_textures_3d_name_ptr;
srv.dimension = dxbc::RdefDimension::kSRVTexture3D;
srv.bind_point_space = uint32_t(SRVSpace::kBindlessTextures3D);
} else if (i == srv_index_bindless_textures_cube_) {
srv.name_ptr = bindless_textures_cube_name_ptr;
srv.dimension = dxbc::RdefDimension::kSRVTextureCube;
srv.bind_point_space = uint32_t(SRVSpace::kBindlessTexturesCube);
} else {
assert_true(i == srv_index_bindless_textures_2d_);
srv.name_ptr = bindless_textures_2d_name_ptr;
srv.dimension = dxbc::RdefDimension::kSRVTexture2DArray;
srv.bind_point_space = uint32_t(SRVSpace::kBindlessTextures2DArray);
}
} else {
// Bindful texture.
auto it = texture_bindings_for_bindful_srv_indices_.find(i);
assert_true(it != texture_bindings_for_bindful_srv_indices_.end());
uint32_t texture_binding_index = it->second;
const TextureBinding& texture_binding =
texture_bindings_[texture_binding_index];
srv.name_ptr = texture_binding.bindful_srv_rdef_name_ptr;
switch (texture_binding.dimension) {
case xenos::FetchOpDimension::k3DOrStacked:
srv.dimension = dxbc::RdefDimension::kSRVTexture3D;
break;
case xenos::FetchOpDimension::kCube:
srv.dimension = dxbc::RdefDimension::kSRVTextureCube;
break;
default:
assert_true(texture_binding.dimension ==
xenos::FetchOpDimension::k2D);
srv.dimension = dxbc::RdefDimension::kSRVTexture2DArray;
}
srv.bind_point = uint32_t(SRVMainRegister::kBindfulTexturesStart) +
texture_binding_index;
srv.bind_count = 1;
srv.bind_point_space = uint32_t(SRVSpace::kMain);
}
}
}
}
// Unordered access views, sorted by binding index.
uint32_t uavs_position_dwords = uint32_t(shader_object_.size());
shader_object_.resize(uavs_position_dwords + sizeof(dxbc::RdefInputBind) /
sizeof(uint32_t) *
uav_count_);
{
auto uavs = reinterpret_cast<dxbc::RdefInputBind*>(shader_object_.data() +
uavs_position_dwords);
for (uint32_t i = 0; i < uav_count_; ++i) {
dxbc::RdefInputBind& uav = uavs[i];
uav.bind_count = 1;
uav.id = i;
if (i == uav_index_shared_memory_) {
// Shared memory (when memexport is used in the pipeline).
uav.name_ptr = shared_memory_uav_name_ptr;
uav.type = dxbc::RdefInputType::kUAVRWByteAddress;
uav.return_type = dxbc::ResourceReturnType::kMixed;
uav.dimension = dxbc::RdefDimension::kUAVBuffer;
uav.bind_point = uint32_t(UAVRegister::kSharedMemory);
} else if (i == uav_index_edram_) {
// EDRAM R32_UINT buffer.
uav.name_ptr = edram_name_ptr;
uav.type = dxbc::RdefInputType::kUAVRWTyped;
uav.return_type = dxbc::ResourceReturnType::kUInt;
uav.dimension = dxbc::RdefDimension::kUAVBuffer;
uav.sample_count = UINT32_MAX;
uav.bind_point = uint32_t(UAVRegister::kEdram);
} else {
assert_unhandled_case(i);
}
}
}
// Constant buffers.
uint32_t cbuffer_binding_position_dwords = uint32_t(shader_object_.size());
shader_object_.resize(cbuffer_binding_position_dwords +
sizeof(dxbc::RdefInputBind) / sizeof(uint32_t) *
cbuffer_count_);
{
auto cbuffers = reinterpret_cast<dxbc::RdefInputBind*>(
shader_object_.data() + cbuffer_binding_position_dwords);
for (uint32_t i = 0; i < cbuffer_count_; ++i) {
dxbc::RdefInputBind& cbuffer = cbuffers[i];
cbuffer.type = dxbc::RdefInputType::kCbuffer;
cbuffer.bind_count = 1;
// Like `cbuffer`, don't need `ConstantBuffer<T>` properties.
cbuffer.flags = dxbc::kRdefInputFlagUserPacked;
cbuffer.id = i;
if (i == cbuffer_index_system_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_system;
cbuffer.bind_point = uint32_t(CbufferRegister::kSystemConstants);
} else if (i == cbuffer_index_float_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_float;
cbuffer.bind_point = uint32_t(CbufferRegister::kFloatConstants);
} else if (i == cbuffer_index_bool_loop_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_bool_loop;
cbuffer.bind_point = uint32_t(CbufferRegister::kBoolLoopConstants);
} else if (i == cbuffer_index_fetch_constants_) {
cbuffer.name_ptr = cbuffer_name_ptr_fetch;
cbuffer.bind_point = uint32_t(CbufferRegister::kFetchConstants);
} else if (i == cbuffer_index_descriptor_indices_) {
cbuffer.name_ptr = cbuffer_name_ptr_descriptor_indices;
cbuffer.bind_point = uint32_t(CbufferRegister::kDescriptorIndices);
} else {
assert_unhandled_case(i);
}
}
}
uint32_t bindings_end_position_dwords = uint32_t(shader_object_.size());
// ***************************************************************************
// Header
// ***************************************************************************
{
auto& header = *reinterpret_cast<dxbc::RdefHeader*>(shader_object_.data() +
blob_position_dwords);
header.cbuffer_count = cbuffer_count_;
header.cbuffers_ptr =
(cbuffers_position_dwords - blob_position_dwords) * sizeof(uint32_t);
header.input_bind_count =
(bindings_end_position_dwords - bindings_position_dwords) *
sizeof(uint32_t) / sizeof(dxbc::RdefInputBind);
header.input_binds_ptr =
(bindings_position_dwords - blob_position_dwords) * sizeof(uint32_t);
if (IsDxbcVertexShader()) {
header.shader_model = dxbc::RdefShaderModel::kVertexShader5_1;
} else if (IsDxbcDomainShader()) {
header.shader_model = dxbc::RdefShaderModel::kDomainShader5_1;
} else {
assert_true(is_pixel_shader());
header.shader_model = dxbc::RdefShaderModel::kPixelShader5_1;
}
header.compile_flags = dxbc::kCompileFlagNoPreshader |
dxbc::kCompileFlagPreferFlowControl |
dxbc::kCompileFlagIeeeStrictness;
if (bindless_resources_used_) {
header.compile_flags |= dxbc::kCompileFlagEnableUnboundedDescriptorTables;
}
// Generator name placed directly after the header.
header.generator_name_ptr = sizeof(dxbc::RdefHeader);
header.fourcc = dxbc::RdefHeader::FourCC::k5_1;
header.InitializeSizes();
}
}
void DxbcShaderTranslator::WriteInputSignature() {
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resizing also zeroes the memory.
uint32_t blob_position = uint32_t(shader_object_.size());
// Reserve space for the header.
shader_object_.resize(shader_object_.size() +
sizeof(dxbc::Signature) / sizeof(uint32_t));
uint32_t parameter_count = 0;
constexpr size_t kParameterDwords =
sizeof(dxbc::SignatureParameter) / sizeof(uint32_t);
if (IsDxbcVertexShader()) {
// Unswapped vertex index (SV_VertexID).
size_t vertex_id_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& vertex_id = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + vertex_id_position);
vertex_id.system_value = dxbc::Name::kVertexID;
vertex_id.component_type = dxbc::SignatureRegisterComponentType::kUInt32;
vertex_id.register_index = uint32_t(InOutRegister::kVSInVertexIndex);
vertex_id.mask = 0b0001;
vertex_id.always_reads_mask = (register_count() >= 1) ? 0b0001 : 0b0000;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - blob_position) * sizeof(uint32_t));
{
auto& vertex_id = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + vertex_id_position);
vertex_id.semantic_name_ptr = semantic_offset;
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "SV_VertexID");
} else if (IsDxbcDomainShader()) {
// Control point indices, byte-swapped, biased according to the base index
// and converted to float by the host vertex and hull shaders
// (XEVERTEXID). Needed even for patch-indexed tessellation modes because
// hull and domain shaders have strict linkage requirements, all hull shader
// outputs must be declared in a domain shader, and the same hull shaders
// are used for control-point-indexed and patch-indexed tessellation modes.
size_t control_point_index_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& control_point_index = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + control_point_index_position);
control_point_index.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
control_point_index.register_index =
uint32_t(InOutRegister::kDSInControlPointIndex);
control_point_index.mask = 0b0001;
control_point_index.always_reads_mask =
in_control_point_index_used_ ? 0b0001 : 0b0000;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - blob_position) * sizeof(uint32_t));
{
auto& control_point_index = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + control_point_index_position);
control_point_index.semantic_name_ptr = semantic_offset;
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "XEVERTEXID");
} else if (is_pixel_shader()) {
// Written dynamically, so assume it's always used if it can be written to
// any interpolator register.
bool param_gen_used = !is_depth_only_pixel_shader_ && register_count() != 0;
// Intepolators (TEXCOORD#).
size_t interpolator_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
xenos::kMaxInterpolators * kParameterDwords);
parameter_count += xenos::kMaxInterpolators;
{
auto interpolators = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + interpolator_position);
for (uint32_t i = 0; i < xenos::kMaxInterpolators; ++i) {
dxbc::SignatureParameter& interpolator = interpolators[i];
interpolator.semantic_index = i;
interpolator.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
interpolator.register_index =
uint32_t(InOutRegister::kPSInInterpolators) + i;
interpolator.mask = 0b1111;
// Interpolators are copied to GPRs in the beginning of the shader. If
// there's a register to copy to, this interpolator is used.
interpolator.always_reads_mask =
(!is_depth_only_pixel_shader_ && i < register_count()) ? 0b1111
: 0b0000;
}
}
// Point parameters for ps_param_gen - coordinate on the point and point
// size as a float3 TEXCOORD (but the size in Z is not needed).
size_t point_parameters_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& point_parameters = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + point_parameters_position);
point_parameters.semantic_index = kPointParametersTexCoord;
point_parameters.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
point_parameters.register_index =
uint32_t(InOutRegister::kPSInPointParameters);
point_parameters.mask = 0b0111;
point_parameters.always_reads_mask = param_gen_used ? 0b0011 : 0b0000;
}
// Pixel position (SV_Position).
size_t position_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& position = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + position_position);
position.system_value = dxbc::Name::kPosition;
position.component_type = dxbc::SignatureRegisterComponentType::kFloat32;
position.register_index = uint32_t(InOutRegister::kPSInPosition);
position.mask = 0b1111;
position.always_reads_mask = in_position_used_;
}
// Is front face (SV_IsFrontFace).
size_t is_front_face_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& is_front_face = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + is_front_face_position);
is_front_face.system_value = dxbc::Name::kIsFrontFace;
is_front_face.component_type =
dxbc::SignatureRegisterComponentType::kUInt32;
is_front_face.register_index =
uint32_t(InOutRegister::kPSInFrontFaceAndSampleIndex);
is_front_face.mask = 0b0001;
is_front_face.always_reads_mask = in_front_face_used_ ? 0b0001 : 0b0000;
}
// Sample index (SV_SampleIndex) for safe memexport with sample-rate
// shading.
size_t sample_index_position = SIZE_MAX;
if (current_shader().is_valid_memexport_used() && IsSampleRate()) {
size_t sample_index_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& sample_index = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + sample_index_position);
sample_index.system_value = dxbc::Name::kSampleIndex;
sample_index.component_type =
dxbc::SignatureRegisterComponentType::kUInt32;
sample_index.register_index =
uint32_t(InOutRegister::kPSInFrontFaceAndSampleIndex);
sample_index.mask = 0b0010;
sample_index.always_reads_mask = 0b0010;
}
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - blob_position) * sizeof(uint32_t));
{
auto interpolators = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + interpolator_position);
for (uint32_t i = 0; i < xenos::kMaxInterpolators; ++i) {
interpolators[i].semantic_name_ptr = semantic_offset;
}
auto& point_parameters = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + point_parameters_position);
point_parameters.semantic_name_ptr = semantic_offset;
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "TEXCOORD");
{
auto& position = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + position_position);
position.semantic_name_ptr = semantic_offset;
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "SV_Position");
{
auto& is_front_face = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + is_front_face_position);
is_front_face.semantic_name_ptr = semantic_offset;
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_IsFrontFace");
if (sample_index_position != SIZE_MAX) {
{
auto& sample_index = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + sample_index_position);
sample_index.semantic_name_ptr = semantic_offset;
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_SampleIndex");
}
}
// Header.
{
auto& header = *reinterpret_cast<dxbc::Signature*>(shader_object_.data() +
blob_position);
header.parameter_count = parameter_count;
header.parameter_info_ptr = sizeof(dxbc::Signature);
}
}
void DxbcShaderTranslator::WritePatchConstantSignature() {
assert_true(IsDxbcDomainShader());
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resizing also zeroes the memory.
uint32_t blob_position = uint32_t(shader_object_.size());
// Reserve space for the header.
shader_object_.resize(shader_object_.size() +
sizeof(dxbc::Signature) / sizeof(uint32_t));
uint32_t parameter_count = 0;
constexpr size_t kParameterDwords =
sizeof(dxbc::SignatureParameter) / sizeof(uint32_t);
// FXC always compiles with SV_TessFactor and SV_InsideTessFactor input, so
// this is required even if not referenced (HS and DS have very strict
// linkage, by the way, everything that HS outputs must be listed in DS
// inputs).
uint32_t tess_factor_edge_count = 0;
dxbc::Name tess_factor_edge_system_value = dxbc::Name::kUndefined;
uint32_t tess_factor_inside_count = 0;
dxbc::Name tess_factor_inside_system_value = dxbc::Name::kUndefined;
Shader::HostVertexShaderType host_vertex_shader_type =
GetDxbcShaderModification().vertex.host_vertex_shader_type;
switch (host_vertex_shader_type) {
case Shader::HostVertexShaderType::kTriangleDomainCPIndexed:
case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed:
tess_factor_edge_count = 3;
tess_factor_edge_system_value = dxbc::Name::kFinalTriEdgeTessFactor;
tess_factor_inside_count = 1;
tess_factor_inside_system_value = dxbc::Name::kFinalTriInsideTessFactor;
break;
case Shader::HostVertexShaderType::kQuadDomainCPIndexed:
case Shader::HostVertexShaderType::kQuadDomainPatchIndexed:
tess_factor_edge_count = 4;
tess_factor_edge_system_value = dxbc::Name::kFinalQuadEdgeTessFactor;
tess_factor_inside_count = 2;
tess_factor_inside_system_value = dxbc::Name::kFinalQuadInsideTessFactor;
break;
default:
// TODO(Triang3l): Support line patches.
assert_unhandled_case(host_vertex_shader_type);
EmitTranslationError(
"Unsupported host vertex shader type in WritePatchConstantSignature");
}
// Edge tessellation factors (SV_TessFactor).
size_t tess_factor_edge_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
tess_factor_edge_count * kParameterDwords);
parameter_count += tess_factor_edge_count;
{
auto tess_factors_edge = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + tess_factor_edge_position);
for (uint32_t i = 0; i < tess_factor_edge_count; ++i) {
dxbc::SignatureParameter& tess_factor_edge = tess_factors_edge[i];
tess_factor_edge.semantic_index = i;
tess_factor_edge.system_value = tess_factor_edge_system_value;
tess_factor_edge.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
// Not using any of these, just assigning consecutive registers.
tess_factor_edge.register_index = i;
tess_factor_edge.mask = 0b0001;
}
}
// Inside tessellation factors (SV_InsideTessFactor).
size_t tess_factor_inside_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
tess_factor_inside_count * kParameterDwords);
parameter_count += tess_factor_inside_count;
{
auto tess_factors_inside = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + tess_factor_inside_position);
for (uint32_t i = 0; i < tess_factor_inside_count; ++i) {
dxbc::SignatureParameter& tess_factor_inside = tess_factors_inside[i];
tess_factor_inside.semantic_index = i;
tess_factor_inside.system_value = tess_factor_inside_system_value;
tess_factor_inside.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
// Not using any of these, just assigning consecutive registers.
tess_factor_inside.register_index = tess_factor_edge_count + i;
tess_factor_inside.mask = 0b0001;
}
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - blob_position) * sizeof(uint32_t));
{
auto tess_factors_edge = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + tess_factor_edge_position);
for (uint32_t i = 0; i < tess_factor_edge_count; ++i) {
tess_factors_edge[i].semantic_name_ptr = semantic_offset;
}
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "SV_TessFactor");
{
auto tess_factors_inside = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + tess_factor_inside_position);
for (uint32_t i = 0; i < tess_factor_inside_count; ++i) {
tess_factors_inside[i].semantic_name_ptr = semantic_offset;
}
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_InsideTessFactor");
// Header.
{
auto& header = *reinterpret_cast<dxbc::Signature*>(shader_object_.data() +
blob_position);
header.parameter_count = parameter_count;
header.parameter_info_ptr = sizeof(dxbc::Signature);
}
}
void DxbcShaderTranslator::WriteOutputSignature() {
// Because of shader_object_.resize(), pointers can't be kept persistently
// here! Resizing also zeroes the memory.
uint32_t blob_position = uint32_t(shader_object_.size());
// Reserve space for the header.
shader_object_.resize(shader_object_.size() +
sizeof(dxbc::Signature) / sizeof(uint32_t));
uint32_t parameter_count = 0;
constexpr size_t kParameterDwords =
sizeof(dxbc::SignatureParameter) / sizeof(uint32_t);
if (is_vertex_shader()) {
// Intepolators (TEXCOORD#).
size_t interpolator_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
xenos::kMaxInterpolators * kParameterDwords);
parameter_count += xenos::kMaxInterpolators;
{
auto interpolators = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + interpolator_position);
for (uint32_t i = 0; i < xenos::kMaxInterpolators; ++i) {
dxbc::SignatureParameter& interpolator = interpolators[i];
interpolator.semantic_index = i;
interpolator.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
interpolator.register_index =
uint32_t(InOutRegister::kVSDSOutInterpolators) + i;
interpolator.mask = 0b1111;
}
}
// Point parameters - coordinate on the point and point size as a float3
// TEXCOORD. Always used because reset to (0, 0, -1).
size_t point_parameters_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& point_parameters = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + point_parameters_position);
point_parameters.semantic_index = kPointParametersTexCoord;
point_parameters.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
point_parameters.register_index =
uint32_t(InOutRegister::kVSDSOutPointParameters);
point_parameters.mask = 0b0111;
point_parameters.never_writes_mask = 0b1000;
}
// Position (SV_Position).
size_t position_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& position = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + position_position);
position.system_value = dxbc::Name::kPosition;
position.component_type = dxbc::SignatureRegisterComponentType::kFloat32;
position.register_index = uint32_t(InOutRegister::kVSDSOutPosition);
position.mask = 0b1111;
}
// Clip (SV_ClipDistance) and cull (SV_CullDistance) distances.
size_t clip_distance_0123_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& clip_distance_0123 = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + clip_distance_0123_position);
clip_distance_0123.system_value = dxbc::Name::kClipDistance;
clip_distance_0123.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
clip_distance_0123.register_index =
uint32_t(InOutRegister::kVSDSOutClipDistance0123);
clip_distance_0123.mask = 0b1111;
}
size_t clip_distance_45_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& clip_distance_45 = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + clip_distance_45_position);
clip_distance_45.semantic_index = 1;
clip_distance_45.system_value = dxbc::Name::kClipDistance;
clip_distance_45.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
clip_distance_45.register_index =
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance);
clip_distance_45.mask = 0b0011;
clip_distance_45.never_writes_mask = 0b1100;
}
size_t cull_distance_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
{
auto& cull_distance = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + cull_distance_position);
cull_distance.system_value = dxbc::Name::kCullDistance;
cull_distance.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
cull_distance.register_index =
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance);
cull_distance.mask = 0b0100;
cull_distance.never_writes_mask = 0b1011;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - blob_position) * sizeof(uint32_t));
{
auto interpolators = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + interpolator_position);
for (uint32_t i = 0; i < xenos::kMaxInterpolators; ++i) {
interpolators[i].semantic_name_ptr = semantic_offset;
}
auto& point_parameters = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + point_parameters_position);
point_parameters.semantic_name_ptr = semantic_offset;
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "TEXCOORD");
{
auto& position = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + position_position);
position.semantic_name_ptr = semantic_offset;
}
semantic_offset += dxbc::AppendAlignedString(shader_object_, "SV_Position");
{
auto& clip_distance_0123 = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + clip_distance_0123_position);
clip_distance_0123.semantic_name_ptr = semantic_offset;
auto& clip_distance_45 = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + clip_distance_45_position);
clip_distance_45.semantic_name_ptr = semantic_offset;
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_ClipDistance");
{
auto& cull_distance = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + cull_distance_position);
cull_distance.semantic_name_ptr = semantic_offset;
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_CullDistance");
} else if (is_pixel_shader()) {
if (!edram_rov_used_) {
uint32_t color_targets_written = current_shader().writes_color_targets();
// Color render targets (SV_Target#).
size_t target_position = SIZE_MAX;
uint32_t color_targets_written_count =
xe::bit_count(color_targets_written);
if (color_targets_written) {
target_position = shader_object_.size();
shader_object_.resize(shader_object_.size() +
color_targets_written_count * kParameterDwords);
parameter_count += color_targets_written_count;
auto targets = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + target_position);
uint32_t target_index = 0;
for (uint32_t i = 0; i < xenos::kMaxColorRenderTargets; ++i) {
if (!(color_targets_written & (uint32_t(1) << i))) {
continue;
}
dxbc::SignatureParameter& target = targets[target_index++];
target.semantic_index = i;
target.component_type =
dxbc::SignatureRegisterComponentType::kFloat32;
target.register_index = i;
target.mask = 0b1111;
}
}
// Coverage output for alpha to mask (SV_Coverage).
size_t coverage_position = SIZE_MAX;
if ((color_targets_written & 0b1) &&
!IsForceEarlyDepthStencilGlobalFlagEnabled()) {
coverage_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
auto& coverage = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + coverage_position);
coverage.component_type = dxbc::SignatureRegisterComponentType::kUInt32;
coverage.register_index = UINT32_MAX;
coverage.mask = 0b0001;
coverage.never_writes_mask = 0b1110;
}
// Depth (SV_Depth or SV_DepthLessEqual).
Modification::DepthStencilMode depth_stencil_mode =
GetDxbcShaderModification().pixel.depth_stencil_mode;
size_t depth_position = SIZE_MAX;
if (current_shader().writes_depth() || DSV_IsWritingFloat24Depth()) {
depth_position = shader_object_.size();
shader_object_.resize(shader_object_.size() + kParameterDwords);
++parameter_count;
auto& depth = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + depth_position);
depth.component_type = dxbc::SignatureRegisterComponentType::kFloat32;
depth.register_index = UINT32_MAX;
depth.mask = 0b0001;
depth.never_writes_mask = 0b1110;
}
// Semantic names.
uint32_t semantic_offset =
uint32_t((shader_object_.size() - blob_position) * sizeof(uint32_t));
if (target_position != SIZE_MAX) {
{
auto targets = reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + target_position);
for (uint32_t i = 0; i < color_targets_written_count; ++i) {
targets[i].semantic_name_ptr = semantic_offset;
}
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_Target");
}
if (coverage_position != SIZE_MAX) {
{
auto& coverage = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + coverage_position);
coverage.semantic_name_ptr = semantic_offset;
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, "SV_Coverage");
}
if (depth_position != SIZE_MAX) {
{
auto& depth = *reinterpret_cast<dxbc::SignatureParameter*>(
shader_object_.data() + depth_position);
depth.semantic_name_ptr = semantic_offset;
}
const char* depth_semantic_name;
if (!current_shader().writes_depth() &&
GetDxbcShaderModification().pixel.depth_stencil_mode ==
Modification::DepthStencilMode::kFloat24Truncating) {
depth_semantic_name = "SV_DepthLessEqual";
} else {
depth_semantic_name = "SV_Depth";
}
semantic_offset +=
dxbc::AppendAlignedString(shader_object_, depth_semantic_name);
}
}
}
// Header.
{
auto& header = *reinterpret_cast<dxbc::Signature*>(shader_object_.data() +
blob_position);
header.parameter_count = parameter_count;
header.parameter_info_ptr = sizeof(dxbc::Signature);
}
}
void DxbcShaderTranslator::WriteShaderCode() {
uint32_t blob_position_dwords = uint32_t(shader_object_.size());
dxbc::ProgramType program_type;
if (IsDxbcVertexShader()) {
program_type = dxbc::ProgramType::kVertexShader;
} else if (IsDxbcDomainShader()) {
program_type = dxbc::ProgramType::kDomainShader;
} else {
assert_true(is_pixel_shader());
program_type = dxbc::ProgramType::kPixelShader;
}
shader_object_.push_back(dxbc::VersionToken(program_type, 5, 1));
// Reserve space for the length token.
shader_object_.push_back(0);
Modification shader_modification = GetDxbcShaderModification();
if (IsDxbcDomainShader()) {
// Not using control point data since Xenos only has a vertex shader acting
// as both vertex shader and domain shader.
uint32_t control_point_count = 3;
dxbc::TessellatorDomain tessellator_domain =
dxbc::TessellatorDomain::kTriangle;
switch (shader_modification.vertex.host_vertex_shader_type) {
case Shader::HostVertexShaderType::kTriangleDomainCPIndexed:
case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed:
control_point_count = 3;
tessellator_domain = dxbc::TessellatorDomain::kTriangle;
break;
case Shader::HostVertexShaderType::kQuadDomainCPIndexed:
case Shader::HostVertexShaderType::kQuadDomainPatchIndexed:
control_point_count = 4;
tessellator_domain = dxbc::TessellatorDomain::kQuad;
break;
default:
// TODO(Triang3l): Support line patches.
assert_unhandled_case(
shader_modification.vertex.host_vertex_shader_type);
EmitTranslationError(
"Unsupported host vertex shader type in WriteShaderCode");
}
ao_.OpDclInputControlPointCount(control_point_count);
ao_.OpDclTessDomain(tessellator_domain);
}
// Don't allow refactoring when converting to native code to maintain position
// invariance (needed even in pixel shaders for oDepth invariance).
bool global_flag_force_early_depth_stencil =
IsForceEarlyDepthStencilGlobalFlagEnabled();
ao_.OpDclGlobalFlags(global_flag_force_early_depth_stencil
? dxbc::kGlobalFlagForceEarlyDepthStencil
: 0);
// Constant buffers, from most frequenly accessed to least frequently accessed
// (the order is a hint to the driver according to the DXBC header).
if (cbuffer_index_float_constants_ != kBindingIndexUnallocated) {
const Shader::ConstantRegisterMap& constant_register_map =
current_shader().constant_register_map();
assert_not_zero(constant_register_map.float_count);
ao_.OpDclConstantBuffer(
dxbc::Src::CB(dxbc::Src::Dcl, cbuffer_index_float_constants_,
uint32_t(CbufferRegister::kFloatConstants),
uint32_t(CbufferRegister::kFloatConstants)),
constant_register_map.float_count,
constant_register_map.float_dynamic_addressing
? dxbc::ConstantBufferAccessPattern::kDynamicIndexed
: dxbc::ConstantBufferAccessPattern::kImmediateIndexed);
}
if (cbuffer_index_system_constants_ != kBindingIndexUnallocated) {
ao_.OpDclConstantBuffer(
dxbc::Src::CB(dxbc::Src::Dcl, cbuffer_index_system_constants_,
uint32_t(CbufferRegister::kSystemConstants),
uint32_t(CbufferRegister::kSystemConstants)),
(sizeof(SystemConstants) + 15) >> 4);
}
if (cbuffer_index_fetch_constants_ != kBindingIndexUnallocated) {
ao_.OpDclConstantBuffer(
dxbc::Src::CB(dxbc::Src::Dcl, cbuffer_index_fetch_constants_,
uint32_t(CbufferRegister::kFetchConstants),
uint32_t(CbufferRegister::kFetchConstants)),
48);
}
if (cbuffer_index_descriptor_indices_ != kBindingIndexUnallocated) {
assert_not_zero(GetBindlessResourceCount());
ao_.OpDclConstantBuffer(
dxbc::Src::CB(dxbc::Src::Dcl, cbuffer_index_descriptor_indices_,
uint32_t(CbufferRegister::kDescriptorIndices),
uint32_t(CbufferRegister::kDescriptorIndices)),
(GetBindlessResourceCount() + 3) >> 2);
}
if (cbuffer_index_bool_loop_constants_ != kBindingIndexUnallocated) {
ao_.OpDclConstantBuffer(
dxbc::Src::CB(dxbc::Src::Dcl, cbuffer_index_bool_loop_constants_,
uint32_t(CbufferRegister::kBoolLoopConstants),
uint32_t(CbufferRegister::kBoolLoopConstants)),
2 + 8);
}
// Samplers.
if (!sampler_bindings_.empty()) {
if (bindless_resources_used_) {
// Bindless sampler heap.
ao_.OpDclSampler(dxbc::Src::S(dxbc::Src::Dcl, 0, 0, UINT32_MAX));
} else {
// Bindful samplers.
for (uint32_t i = 0; i < uint32_t(sampler_bindings_.size()); ++i) {
const SamplerBinding& sampler_binding = sampler_bindings_[i];
ao_.OpDclSampler(dxbc::Src::S(dxbc::Src::Dcl, i, i, i));
}
}
}
// Shader resource views, sorted by binding index.
for (uint32_t i = 0; i < srv_count_; ++i) {
if (i == srv_index_shared_memory_) {
// Shared memory ByteAddressBuffer.
ao_.OpDclResourceRaw(
dxbc::Src::T(dxbc::Src::Dcl, srv_index_shared_memory_,
uint32_t(SRVMainRegister::kSharedMemory),
uint32_t(SRVMainRegister::kSharedMemory)),
uint32_t(SRVSpace::kMain));
} else {
// Texture or texture heap.
dxbc::ResourceDimension texture_dimension;
uint32_t texture_register_lower_bound, texture_register_upper_bound;
SRVSpace texture_register_space;
if (bindless_resources_used_) {
// Bindless texture heap.
texture_register_lower_bound = 0;
texture_register_upper_bound = UINT32_MAX;
if (i == srv_index_bindless_textures_3d_) {
texture_dimension = dxbc::ResourceDimension::kTexture3D;
texture_register_space = SRVSpace::kBindlessTextures3D;
} else if (i == srv_index_bindless_textures_cube_) {
texture_dimension = dxbc::ResourceDimension::kTextureCube;
texture_register_space = SRVSpace::kBindlessTexturesCube;
} else {
assert_true(i == srv_index_bindless_textures_2d_);
texture_dimension = dxbc::ResourceDimension::kTexture2DArray;
texture_register_space = SRVSpace::kBindlessTextures2DArray;
}
} else {
// Bindful texture.
auto it = texture_bindings_for_bindful_srv_indices_.find(i);
assert_true(it != texture_bindings_for_bindful_srv_indices_.end());
uint32_t texture_binding_index = it->second;
const TextureBinding& texture_binding =
texture_bindings_[texture_binding_index];
switch (texture_binding.dimension) {
case xenos::FetchOpDimension::k3DOrStacked:
texture_dimension = dxbc::ResourceDimension::kTexture3D;
break;
case xenos::FetchOpDimension::kCube:
texture_dimension = dxbc::ResourceDimension::kTextureCube;
break;
default:
assert_true(texture_binding.dimension ==
xenos::FetchOpDimension::k2D);
texture_dimension = dxbc::ResourceDimension::kTexture2DArray;
}
texture_register_lower_bound =
uint32_t(SRVMainRegister::kBindfulTexturesStart) +
texture_binding_index;
texture_register_upper_bound = texture_register_lower_bound;
texture_register_space = SRVSpace::kMain;
}
ao_.OpDclResource(
texture_dimension,
dxbc::ResourceReturnTypeX4Token(dxbc::ResourceReturnType::kFloat),
dxbc::Src::T(dxbc::Src::Dcl, i, texture_register_lower_bound,
texture_register_upper_bound),
uint32_t(texture_register_space));
}
}
// Unordered access views, sorted by binding index.
for (uint32_t i = 0; i < uav_count_; ++i) {
if (i == uav_index_shared_memory_) {
// Shared memory RWByteAddressBuffer.
if (!is_pixel_shader()) {
shader_feature_info_.feature_flags[0] |=
dxbc::kShaderFeature0_UAVsAtEveryStage;
}
ao_.OpDclUnorderedAccessViewRaw(
0, dxbc::Src::U(dxbc::Src::Dcl, uav_index_shared_memory_,
uint32_t(UAVRegister::kSharedMemory),
uint32_t(UAVRegister::kSharedMemory)));
} else if (i == uav_index_edram_) {
// EDRAM buffer R32_UINT rasterizer-ordered view.
shader_feature_info_.feature_flags[0] |= dxbc::kShaderFeature0_ROVs;
ao_.OpDclUnorderedAccessViewTyped(
dxbc::ResourceDimension::kBuffer,
dxbc::kUAVFlagRasterizerOrderedAccess,
dxbc::ResourceReturnTypeX4Token(dxbc::ResourceReturnType::kUInt),
dxbc::Src::U(dxbc::Src::Dcl, uav_index_edram_,
uint32_t(UAVRegister::kEdram),
uint32_t(UAVRegister::kEdram)));
} else {
assert_unhandled_case(i);
}
}
// Inputs and outputs.
if (is_vertex_shader()) {
if (IsDxbcDomainShader()) {
if (in_domain_location_used_) {
// Domain location input.
ao_.OpDclInput(dxbc::Dest::VDomain(in_domain_location_used_));
}
if (in_primitive_id_used_) {
// Primitive (patch) index input.
ao_.OpDclInput(dxbc::Dest::VPrim());
}
if (in_control_point_index_used_) {
// Control point indices as float input.
uint32_t control_point_array_size = 3;
switch (shader_modification.vertex.host_vertex_shader_type) {
case Shader::HostVertexShaderType::kTriangleDomainCPIndexed:
control_point_array_size = 3;
break;
case Shader::HostVertexShaderType::kQuadDomainCPIndexed:
control_point_array_size = 4;
break;
default:
// TODO(Triang3l): Support line patches.
assert_unhandled_case(
shader_modification.vertex.host_vertex_shader_type);
EmitTranslationError(
"Unsupported host vertex shader type in "
"StartVertexOrDomainShader");
}
ao_.OpDclInput(dxbc::Dest::VICP(
control_point_array_size,
uint32_t(InOutRegister::kDSInControlPointIndex), 0b0001));
}
} else {
if (register_count()) {
// Unswapped vertex index input (only X component).
ao_.OpDclInputSGV(
dxbc::Dest::V1D(uint32_t(InOutRegister::kVSInVertexIndex), 0b0001),
dxbc::Name::kVertexID);
}
}
// Interpolator output.
for (uint32_t i = 0; i < xenos::kMaxInterpolators; ++i) {
ao_.OpDclOutput(
dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutInterpolators) + i));
}
// Point parameters output.
ao_.OpDclOutput(dxbc::Dest::O(
uint32_t(InOutRegister::kVSDSOutPointParameters), 0b0111));
// Position output.
ao_.OpDclOutputSIV(dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutPosition)),
dxbc::Name::kPosition);
// Clip distance outputs.
for (uint32_t i = 0; i < 2; ++i) {
ao_.OpDclOutputSIV(
dxbc::Dest::O(uint32_t(InOutRegister::kVSDSOutClipDistance0123) + i,
i ? 0b0011 : 0b1111),
dxbc::Name::kClipDistance);
}
// Cull distance output.
ao_.OpDclOutputSIV(
dxbc::Dest::O(
uint32_t(InOutRegister::kVSDSOutClipDistance45AndCullDistance),
0b0100),
dxbc::Name::kCullDistance);
} else if (is_pixel_shader()) {
bool is_writing_float24_depth = DSV_IsWritingFloat24Depth();
bool shader_writes_depth = current_shader().writes_depth();
// Interpolator input.
if (!is_depth_only_pixel_shader_) {
uint32_t interpolator_count =
std::min(xenos::kMaxInterpolators, register_count());
for (uint32_t i = 0; i < interpolator_count; ++i) {
ao_.OpDclInputPS(
dxbc::InterpolationMode::kLinear,
dxbc::Dest::V1D(uint32_t(InOutRegister::kPSInInterpolators) + i));
}
if (register_count()) {
// Point parameters input (only coordinates, not size, needed).
ao_.OpDclInputPS(
dxbc::InterpolationMode::kLinear,
dxbc::Dest::V1D(uint32_t(InOutRegister::kPSInPointParameters),
0b0011));
}
}
if (in_position_used_) {
// Position input (XY needed for ps_param_gen, Z needed for non-ROV
// float24 conversion; the ROV depth code calculates the depth the from
// clip space Z and W with pull-mode per-sample interpolation instead).
// At the cost of possibility of MSAA with pixel-rate shading, need
// per-sample depth - otherwise intersections cannot be antialiased, and
// with SV_DepthLessEqual, per-sample (or centroid, but this isn't
// applicable here) position is mandatory. However, with depth output, on
// the guest, there's only one depth value for the whole pixel.
ao_.OpDclInputPSSIV(
(is_writing_float24_depth && !shader_writes_depth)
? dxbc::InterpolationMode::kLinearNoPerspectiveSample
: dxbc::InterpolationMode::kLinearNoPerspective,
dxbc::Dest::V1D(uint32_t(InOutRegister::kPSInPosition),
in_position_used_),
dxbc::Name::kPosition);
}
bool sample_rate_memexport =
current_shader().is_valid_memexport_used() && IsSampleRate();
// Sample-rate shading can't be done with UAV-only rendering (sample-rate
// shading is only needed for float24 depth conversion when using a float32
// host depth buffer).
assert_false(sample_rate_memexport && edram_rov_used_);
uint32_t front_face_and_sample_index_mask =
uint32_t(in_front_face_used_) | (uint32_t(sample_rate_memexport) << 1);
if (front_face_and_sample_index_mask) {
// Is front face, sample index.
ao_.OpDclInputPSSGV(
dxbc::Dest::V1D(uint32_t(InOutRegister::kPSInFrontFaceAndSampleIndex),
front_face_and_sample_index_mask),
dxbc::Name::kIsFrontFace);
}
if (edram_rov_used_) {
// Sample coverage input.
ao_.OpDclInput(dxbc::Dest::VCoverage());
} else {
if (sample_rate_memexport) {
// Sample coverage input.
ao_.OpDclInput(dxbc::Dest::VCoverage());
}
// Color output.
uint32_t color_targets_written = current_shader().writes_color_targets();
for (uint32_t i = 0; i < xenos::kMaxColorRenderTargets; ++i) {
if (color_targets_written & (uint32_t(1) << i)) {
ao_.OpDclOutput(dxbc::Dest::O(i));
}
}
// Coverage output for alpha to mask.
if ((color_targets_written & 0b1) &&
!global_flag_force_early_depth_stencil) {
ao_.OpDclOutput(dxbc::Dest::OMask());
}
// Depth output.
if (is_writing_float24_depth || shader_writes_depth) {
if (!shader_writes_depth &&
GetDxbcShaderModification().pixel.depth_stencil_mode ==
Modification::DepthStencilMode::kFloat24Truncating) {
ao_.OpDclOutput(dxbc::Dest::ODepthLE());
} else {
ao_.OpDclOutput(dxbc::Dest::ODepth());
}
}
}
}
// Temporary registers - guest general-purpose registers if not using dynamic
// indexing and Xenia internal registers.
uint32_t temp_register_count = system_temp_count_max_;
if (!is_depth_only_pixel_shader_ &&
!current_shader().uses_register_dynamic_addressing()) {
temp_register_count += register_count();
}
if (temp_register_count) {
ao_.OpDclTemps(temp_register_count);
}
// General-purpose registers if using dynamic indexing (x0).
if (!is_depth_only_pixel_shader_ &&
current_shader().uses_register_dynamic_addressing()) {
assert_not_zero(register_count());
ao_.OpDclIndexableTemp(0, register_count(), 4);
}
// Write the translated shader code.
size_t code_size_dwords = shader_code_.size();
if (code_size_dwords) {
shader_object_.resize(shader_object_.size() + code_size_dwords);
std::memcpy(
shader_object_.data() + (shader_object_.size() - code_size_dwords),
shader_code_.data(), code_size_dwords * sizeof(uint32_t));
}
// Write the length.
shader_object_[blob_position_dwords + 1] =
uint32_t(shader_object_.size()) - blob_position_dwords;
}
} // namespace gpu
} // namespace xe