#include "stdafx.h" #include "stdafx_d3d12.h" #ifdef _MSC_VER #include "D3D12CommonDecompiler.h" std::string getFloatTypeNameImp(size_t elementCount) { switch (elementCount) { default: abort(); case 1: return "float"; case 2: return "float2"; case 3: return "float3"; case 4: return "float4"; } } std::string getFunctionImp(FUNCTION f) { switch (f) { default: abort(); case FUNCTION::FUNCTION_DP2: return "dot($0.xy, $1.xy).xxxx"; case FUNCTION::FUNCTION_DP2A: return "(dot($0.xy, $1.xy) + $2.x).xxxx"; case FUNCTION::FUNCTION_DP3: return "dot($0.xyz, $1.xyz).xxxx"; case FUNCTION::FUNCTION_DP4: return "dot($0, $1).xxxx"; case FUNCTION::FUNCTION_DPH: return "dot(float4($0.xyz, 1.0), $1).xxxx"; case FUNCTION::FUNCTION_SFL: return "float4(0., 0., 0., 0.)"; case FUNCTION::FUNCTION_STR: return "float4(1., 1., 1., 1.)"; case FUNCTION::FUNCTION_FRACT: return "frac($0)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D: return "$t.Sample($tsampler, $0.x)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_PROJ: return "$t.Sample($tsampler, ($0.x / $0.w))"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD: return "$t.SampleLevel($tsampler, $0.x, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D: return "$t.Sample($tsampler, $0.xy * $t_scale)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ: return "$t.Sample($tsampler, ($0.xy / $0.w) * $t_scale)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD: return "$t.SampleLevel($tsampler, $0.xy * $t_scale, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE: return "$t.Sample($tsampler, $0.xyz)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ: return "$t.Sample($tsampler, ($0.xyz / $0.w))"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD: return "$t.SampleLevel($tsampler, $0.xyz, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D: return "$t.Sample($tsampler, $0.xyz)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_PROJ: return "$t.Sample($tsampler, ($0.xyz / $0.w))"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_LOD: return "$t.SampleLevel($tsampler, $0.xyz, $1)"; case FUNCTION::FUNCTION_DFDX: return "ddx($0)"; case FUNCTION::FUNCTION_DFDY: return "ddy($0)"; } } std::string compareFunctionImp(COMPARE f, const std::string &Op0, const std::string &Op1) { switch (f) { default: abort(); case COMPARE::FUNCTION_SEQ: return "(" + Op0 + " == " + Op1 + ")"; case COMPARE::FUNCTION_SGE: return "(" + Op0 + " >= " + Op1 + ")"; case COMPARE::FUNCTION_SGT: return "(" + Op0 + " > " + Op1 + ")"; case COMPARE::FUNCTION_SLE: return "(" + Op0 + " <= " + Op1 + ")"; case COMPARE::FUNCTION_SLT: return "(" + Op0 + " < " + Op1 + ")"; case COMPARE::FUNCTION_SNE: return "(" + Op0 + " != " + Op1 + ")"; } } void insert_d3d12_legacy_function(std::ostream& OS) { OS << "float4 divsq_legacy(float4 num, float4 denum)\n"; OS << "{\n"; OS << " return num / sqrt(max(denum.xxxx, 1.E-10));\n"; OS << "}\n"; OS << "float4 rcp_legacy(float4 denum)\n"; OS << "{\n"; OS << " return 1. / denum;\n"; OS << "}\n"; OS << "float4 rsq_legacy(float4 val)\n"; OS << "{\n"; OS << " return float(1.0 / sqrt(max(val.x, 1.E-10))).xxxx;\n"; OS << "}\n\n"; OS << "float4 log2_legacy(float4 val)\n"; OS << "{\n"; OS << " return log2(max(val.x, 1.E-10)).xxxx;\n"; OS << "}\n\n"; OS << "float4 lit_legacy(float4 val)"; OS << "{\n"; OS << " float4 clamped_val = val;\n"; OS << " clamped_val.x = max(val.x, 0);\n"; OS << " clamped_val.y = max(val.y, 0);\n"; OS << " float4 result;\n"; OS << " result.x = 1.0;\n"; OS << " result.w = 1.;\n"; OS << " result.y = clamped_val.x;\n"; OS << " result.z = clamped_val.x > 0.0 ? exp(clamped_val.w * log(max(clamped_val.y, 1.E-10))) : 0.0;\n"; OS << " return result;\n"; OS << "}\n\n"; } #endif