Skip to content

Commit

Permalink
[D3D12] DXBC: Remove ugly useless indexable temp fallback
Browse files Browse the repository at this point in the history
  • Loading branch information
Triang3l committed Dec 16, 2018
1 parent 03f4405 commit 2de0e26
Show file tree
Hide file tree
Showing 2 changed files with 26 additions and 141 deletions.
163 changes: 26 additions & 137 deletions src/xenia/gpu/dxbc_shader_translator.cc
Original file line number Diff line number Diff line change
Expand Up @@ -23,11 +23,6 @@
#include "xenia/base/math.h"
#include "xenia/base/string.h"

DEFINE_bool(dxbc_indexable_temps, true,
"Use indexable temporary registers in translated DXBC shaders for "
"relative addressing of general-purpose registers - shaders rarely "
"do that, but when they do, this may improve performance on AMD, "
"but may cause unknown issues on Nvidia.");
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 "
Expand Down Expand Up @@ -529,7 +524,7 @@ bool DxbcShaderTranslator::UseSwitchForControlFlow() const {

uint32_t DxbcShaderTranslator::PushSystemTemp(bool zero) {
uint32_t register_index = system_temp_count_current_;
if (!IndexableGPRsUsed() && !is_depth_only_pixel_shader_) {
if (!uses_register_dynamic_addressing() && !is_depth_only_pixel_shader_) {
// 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
Expand Down Expand Up @@ -564,10 +559,6 @@ void DxbcShaderTranslator::PopSystemTemp(uint32_t count) {
system_temp_count_current_ -= std::min(count, system_temp_count_current_);
}

bool DxbcShaderTranslator::IndexableGPRsUsed() const {
return FLAGS_dxbc_indexable_temps && uses_register_dynamic_addressing();
}

void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
// Vertex index is in an input bound to SV_VertexID, byte swapped according to
// xe_vertex_index_endian system constant and written to GPR 0 (which is
Expand All @@ -583,7 +574,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
// Write to GPR 0 - either directly if not using indexable registers, or via a
// system temporary register.
uint32_t reg;
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
reg = PushSystemTemp();
} else {
reg = 0;
Expand Down Expand Up @@ -816,7 +807,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
++stat_.instruction_count;
++stat_.conversion_instruction_count;

if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
// Store to indexed GPR 0 in x0[0].
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
Expand Down Expand Up @@ -874,7 +865,8 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
// Write the vertex index to GPR 0.
StartVertexShader_LoadVertexIndex();
} else if (IsDxbcDomainShader()) {
uint32_t temp_register_operand_length = IndexableGPRsUsed() ? 3 : 2;
uint32_t temp_register_operand_length =
uses_register_dynamic_addressing() ? 3 : 2;

// Copy the domain location to r0.yz (for quad patches) or r0.xyz (for
// triangle patches), and also set the domain in STAT.
Expand All @@ -898,7 +890,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
2 + temp_register_operand_length));
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, domain_location_mask, 2));
shader_code_.push_back(0);
Expand All @@ -910,7 +902,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D11_SB_OPERAND_TYPE_INPUT_DOMAIN_POINT, domain_location_swizzle, 0));
++stat_.instruction_count;
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
++stat_.array_instruction_count;
} else {
++stat_.mov_instruction_count;
Expand All @@ -929,8 +921,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
vertex_shader_type_ == VertexShaderType::kTriangleDomain ? 1 : 0;

if (register_count() > primitive_id_gpr_index) {
uint32_t primitive_id_temp =
IndexableGPRsUsed() ? PushSystemTemp() : primitive_id_gpr_index;
uint32_t primitive_id_temp = uses_register_dynamic_addressing()
? PushSystemTemp()
: primitive_id_gpr_index;
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
shader_code_.push_back(
Expand All @@ -940,7 +933,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_INPUT_PRIMITIVEID, 0));
++stat_.instruction_count;
++stat_.conversion_instruction_count;
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
Expand Down Expand Up @@ -1000,7 +993,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(
3 + temp_register_operand_length));
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP,
domain_location_swizzle_mask, 2));
Expand All @@ -1014,7 +1007,7 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
shader_code_.push_back(0);
++stat_.instruction_count;
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
++stat_.array_instruction_count;
} else {
++stat_.mov_instruction_count;
Expand Down Expand Up @@ -1066,7 +1059,7 @@ void DxbcShaderTranslator::StartPixelShader() {

// Copy interpolants to GPRs.
uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
for (uint32_t i = 0; i < interpolator_count; ++i) {
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
Expand Down Expand Up @@ -1255,7 +1248,7 @@ void DxbcShaderTranslator::StartPixelShader() {
shader_code_.push_back(uint32_t(InOutRegister::kPSInPointParameters));
++stat_.instruction_count;
++stat_.mov_instruction_count;
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
// Copy the register index to an r# so it can be used for indexable temp
// addressing.
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
Expand Down Expand Up @@ -7134,7 +7127,7 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
// ***********************************************************************
// General-purpose register
// ***********************************************************************
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
// GPRs are in x0 - need to load to the intermediate register (indexable
// temps are only accessible via mov load/store).
if (dxbc_operand.intermediate_register ==
Expand Down Expand Up @@ -7174,62 +7167,11 @@ void DxbcShaderTranslator::LoadDxbcSourceOperand(
++stat_.instruction_count;
++stat_.array_instruction_count;
} else {
// GPRs are in r# - can access directly if addressed statically, load
// by checking every register whether it's the needed one if addressed
// dynamically.
if (operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic) {
dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
dxbc_operand.index = uint32_t(operand.storage_index);
} else {
if (dxbc_operand.intermediate_register ==
DxbcSourceOperand::kIntermediateRegisterNone) {
dxbc_operand.intermediate_register = PushSystemTemp();
}
dxbc_operand.type = DxbcSourceOperand::Type::kIntermediateRegister;
uint32_t gpr_movc_mask_register = PushSystemTemp();
for (uint32_t i = 0; i < register_count(); ++i) {
if ((i & 3) == 0) {
// Compare the dynamic address to each register number to check if
// it's the one that's needed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back(i + j - uint32_t(operand.storage_index));
}
++stat_.instruction_count;
++stat_.int_instruction_count;
}
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(EncodeVectorMaskedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(i);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(dxbc_operand.intermediate_register);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
// Release gpr_movc_mask_register.
PopSystemTemp();
}
// GPRs are in r# - accessing directly.
assert_true(operand.storage_addressing_mode ==
InstructionStorageAddressingMode::kStatic);
dxbc_operand.type = DxbcSourceOperand::Type::kRegister;
dxbc_operand.index = uint32_t(operand.storage_index);
}
break;

Expand Down Expand Up @@ -7769,15 +7711,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
dynamic_address_component = 3;
}

// Temporary registers for storing dynamically indexed GPRs via movc.
uint32_t gpr_movc_source_register = UINT32_MAX;
uint32_t gpr_movc_mask_register = UINT32_MAX;
if (result.storage_target == InstructionStorageTarget::kRegister &&
!is_static && !IndexableGPRsUsed()) {
gpr_movc_source_register = PushSystemTemp();
gpr_movc_mask_register = PushSystemTemp();
}

// Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
for (uint32_t i = 0; i < 2; ++i) {
uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
Expand All @@ -7789,7 +7722,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
uint32_t source_length = i != 0 ? 5 : 2;
switch (result.storage_target) {
case InstructionStorageTarget::kRegister:
if (IndexableGPRsUsed()) {
if (uses_register_dynamic_addressing()) {
++stat_.instruction_count;
++stat_.array_instruction_count;
shader_code_.push_back(
Expand All @@ -7810,6 +7743,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
shader_code_.push_back(dynamic_address_register);
}
} else {
assert_true(is_static);
++stat_.instruction_count;
++stat_.mov_instruction_count;
shader_code_.push_back(
Expand All @@ -7818,8 +7752,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
saturate_bit);
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, mask, 1));
shader_code_.push_back(is_static ? uint32_t(result.storage_index)
: gpr_movc_source_register);
shader_code_.push_back(uint32_t(result.storage_index));
}
break;

Expand Down Expand Up @@ -7880,50 +7813,6 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
}
}

// Store to the GPR using lots of movc instructions if not using indexable
// temps, but the target has a relative address.
if (gpr_movc_source_register != UINT32_MAX) {
for (uint32_t i = 0; i < register_count(); ++i) {
if ((i & 3) == 0) {
// Compare the dynamic address to each register number to check if it's
// the one that's needed.
shader_code_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorReplicatedOperand(
D3D10_SB_OPERAND_TYPE_TEMP, dynamic_address_component, 1));
shader_code_.push_back(dynamic_address_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
for (uint32_t j = 0; j < 4; ++j) {
shader_code_.push_back(i + j - uint32_t(result.storage_index));
}
++stat_.instruction_count;
++stat_.int_instruction_count;
}
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
shader_code_.push_back(
EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
shader_code_.push_back(i);
shader_code_.push_back(
EncodeVectorReplicatedOperand(D3D10_SB_OPERAND_TYPE_TEMP, i & 3, 1));
shader_code_.push_back(gpr_movc_mask_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(gpr_movc_source_register);
shader_code_.push_back(EncodeVectorSwizzledOperand(
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
shader_code_.push_back(i);
++stat_.instruction_count;
++stat_.movc_instruction_count;
}
PopSystemTemp(2);
}

if (edram_rov_used_ &&
result.storage_target == InstructionStorageTarget::kColorTarget) {
// For ROV output, mark that the color has been written to.
Expand Down Expand Up @@ -14753,7 +14642,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
// Temporary registers - guest general-purpose registers if not using dynamic
// indexing and Xenia internal registers.
stat_.temp_register_count = system_temp_count_max_;
if (!is_depth_only_pixel_shader_ && !IndexableGPRsUsed()) {
if (!is_depth_only_pixel_shader_ && !uses_register_dynamic_addressing()) {
stat_.temp_register_count += register_count();
}
if (stat_.temp_register_count != 0) {
Expand All @@ -14764,7 +14653,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
}

// General-purpose registers if using dynamic indexing (x0).
if (!is_depth_only_pixel_shader_ && IndexableGPRsUsed()) {
if (!is_depth_only_pixel_shader_ && uses_register_dynamic_addressing()) {
shader_object_.push_back(
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
Expand Down
4 changes: 0 additions & 4 deletions src/xenia/gpu/dxbc_shader_translator.h
Original file line number Diff line number Diff line change
Expand Up @@ -800,10 +800,6 @@ class DxbcShaderTranslator : public ShaderTranslator {
// Frees the last allocated internal r# registers for later reuse.
void PopSystemTemp(uint32_t count = 1);

// Whether general-purpose register values should be stored in x0 rather than
// r# in this shader.
bool IndexableGPRsUsed() const;

// Writing the prologue.
void StartVertexShader_LoadVertexIndex();
void StartVertexOrDomainShader();
Expand Down

0 comments on commit 2de0e26

Please sign in to comment.