#ifdef _MSC_VER #include "stdafx.h" #include "stdafx_d3d12.h" #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_REFL: return "($0 - 2.0 * (dot($0, $1)) * $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D: return "$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, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD: return "$t.SampleGrad($tsampler, $0.x, $1, $2)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D: return "$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, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD: return "$t.SampleGrad($tsampler, $0.xy, $1, $2)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE: return "$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, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD: return "$t.SampleGrad($tsampler, $0.xyz, $1, $2)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D: return "$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, $1)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_GRAD: return "$t.SampleGrad($tsampler, $0.xyz, $1, $2)"; case FUNCTION::FUNCTION_DFDX: return "ddx($0)"; case FUNCTION::FUNCTION_DFDY: return "ddy($0)"; case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA: return "texture2DReconstruct($t.Sample($tsampler, $0.xy * $t_scale))"; } } 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, bool is_fragment_program) { 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"; if (!is_fragment_program) return; program_common::insert_compare_op(OS); OS << "uint packSnorm2x16(float2 val)"; OS << "{\n"; OS << " uint high_bits = round(clamp(val.x, -1., 1.) * 32767.);\n"; OS << " uint low_bits = round(clamp(val.y, -1., 1.) * 32767.);\n"; OS << " return (high_bits << 16)|low_bits;\n"; OS << "}\n\n"; OS << "uint packSnorm4x8(float4 val)"; OS << "{\n"; OS << " uint high_bits_a = round(clamp(val.x, -1., 1.) * 127.);\n"; OS << " uint high_bits_b = round(clamp(val.y, -1., 1.) * 127.);\n"; OS << " uint low_bits_a = round(clamp(val.z, -1., 1.) * 127.);\n"; OS << " uint low_bits_b = round(clamp(val.z, -1., 1.) * 127.);\n"; OS << " return (high_bits_a << 24)|(high_bits_b << 16)|(low_bits_a << 8)|low_bits_b;\n"; OS << "}\n\n"; OS << "float2 unpackSnorm2x16(uint val)"; OS << "{\n"; OS << " float high = clamp((val >> 16) / 32767., -1., 1.);\n"; OS << " float low = clamp((val & 0x0000FFFF) / 32767., -1., 1.);\n"; OS << " return float2(high, low);\n"; OS << "}\n\n"; OS << "float4 unpackSnorm4x8(uint val)"; OS << "{\n"; OS << " float high_a = clamp((val >> 24) / 127., -1., 1.);\n"; OS << " float high_b = clamp(((val >> 16) & 0xFF) / 127., -1., 1.);\n"; OS << " float low_a = clamp(((val >> 8) & 0xFF) / 127., -1., 1.);\n"; OS << " float low_b = clamp((val & 0xFF) / 127., -1., 1.);\n"; OS << " return float4(high_a, high_b, low_a, low_b);\n"; OS << "}\n\n"; OS << "uint packUnorm4x8(float4 val)"; OS << "{\n"; OS << " uint high_bits_a = round(clamp(val.x, -1., 1.) * 255.);\n"; OS << " uint high_bits_b = round(clamp(val.y, -1., 1.) * 255.);\n"; OS << " uint low_bits_a = round(clamp(val.z, -1., 1.) * 255.);\n"; OS << " uint low_bits_b = round(clamp(val.z, -1., 1.) * 255.);\n"; OS << " return (high_bits_a << 24)|(high_bits_b << 16)|(low_bits_a << 8)|low_bits_b;\n"; OS << "}\n\n"; OS << "float4 unpackUnorm4x8(uint val)"; OS << "{\n"; OS << " float high_a = clamp((val >> 24) / 255., -1., 1.);\n"; OS << " float high_b = clamp(((val >> 16) & 0xFF) / 255., -1., 1.);\n"; OS << " float low_a = clamp(((val >> 8) & 0xFF) / 255., -1., 1.);\n"; OS << " float low_b = clamp((val & 0xFF) / 255., -1., 1.);\n"; OS << " return float4(high_a, high_b, low_a, low_b);\n"; OS << "}\n\n"; /** * There is no easy way to do this in a shader since we cant recast the f16 blocks to u16 * Fake it and hope the program requests the corresponding f16 unpack **/ OS << "uint packHalf2x16(float2 val)"; OS << "{\n"; OS << " return packSnorm2x16(val / 6.1E+5);\n"; OS << "}\n\n"; OS << "float2 unpackHalf2x16(uint val)"; OS << "{\n"; OS << " return unpackSnorm2x16(val) * 6.1E+5;\n"; OS << "}\n\n"; //NOTE: After testing with GOW, the w component is either the original depth or wraps around to the x component //Since component.r == depth_value with some precision loss, just use the precise depth value for now (further testing needed) //TODO: This function does not work as intended on DX12 OS << "float4 texture2DReconstruct(float depth_value)\n"; OS << "{\n"; OS << " uint value = round(depth_value * 16777215);\n"; OS << " uint b = (value & 0xff);\n"; OS << " uint g = (value >> 8) & 0xff;\n"; OS << " uint r = (value >> 16) & 0xff;\n"; OS << " return float4(r/255., g/255., b/255., depth_value);\n"; OS << "}\n\n"; } #endif