[D3D12] Fake per-edge tessellation with continuous

This commit is contained in:
Triang3l
2018-12-12 22:08:20 +03:00
parent 19d7e0ce3d
commit 2b646ff425
38 changed files with 3382 additions and 598 deletions

View File

@@ -32,9 +32,15 @@ namespace gpu {
namespace d3d12 {
// Generated with `xb buildhlsl`.
#include "xenia/gpu/d3d12/shaders/dxbc/continuous_quad_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/continuous_triangle_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/discrete_quad_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/discrete_triangle_hs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/primitive_point_list_gs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/primitive_quad_list_gs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/primitive_rectangle_list_gs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/tessellation_quad_vs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/tessellation_triangle_vs.h"
PipelineCache::PipelineCache(D3D12CommandProcessor* command_processor,
RegisterFile* register_file, bool edram_rov_used)
@@ -88,7 +94,8 @@ D3D12Shader* PipelineCache::LoadShader(ShaderType shader_type,
}
bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader) {
D3D12Shader* pixel_shader,
PrimitiveType primitive_type) {
auto& regs = *register_file_;
// These are the constant base addresses/ranges for shaders.
@@ -101,12 +108,12 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
xenos::xe_gpu_program_cntl_t sq_program_cntl;
sq_program_cntl.dword_0 = regs[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
if (!vertex_shader->is_translated() &&
!TranslateShader(vertex_shader, sq_program_cntl)) {
!TranslateShader(vertex_shader, sq_program_cntl, primitive_type)) {
XELOGE("Failed to translate the vertex shader!");
return false;
}
if (pixel_shader != nullptr && !pixel_shader->is_translated() &&
!TranslateShader(pixel_shader, sq_program_cntl)) {
!TranslateShader(pixel_shader, sq_program_cntl, primitive_type)) {
XELOGE("Failed to translate the pixel shader!");
return false;
}
@@ -200,7 +207,20 @@ bool PipelineCache::SetShadowRegister(float* dest, uint32_t register_name) {
}
bool PipelineCache::TranslateShader(D3D12Shader* shader,
xenos::xe_gpu_program_cntl_t cntl) {
xenos::xe_gpu_program_cntl_t cntl,
PrimitiveType primitive_type) {
// Set the target for vertex shader translation.
DxbcShaderTranslator::VertexShaderType vertex_shader_type;
if (primitive_type == PrimitiveType::kTrianglePatch) {
vertex_shader_type =
DxbcShaderTranslator::VertexShaderType::kTriangleDomain;
} else if (primitive_type == PrimitiveType::kQuadPatch) {
vertex_shader_type = DxbcShaderTranslator::VertexShaderType::kQuadDomain;
} else {
vertex_shader_type = DxbcShaderTranslator::VertexShaderType::kVertex;
}
shader_translator_->SetVertexShaderType(vertex_shader_type);
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (!shader_translator_->Translate(shader, cntl)) {
@@ -209,6 +229,12 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
return false;
}
if (vertex_shader_type != DxbcShaderTranslator::VertexShaderType::kVertex) {
// For checking later for safety (so a vertex shader won't be accidentally
// used as a domain shader or vice versa).
shader->SetDomainShaderPrimitiveType(primitive_type);
}
uint32_t texture_srv_count;
const DxbcShaderTranslator::TextureSRV* texture_srvs =
shader_translator_->GetTextureSRVs(texture_srv_count);
@@ -301,36 +327,82 @@ PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
case PrimitiveType::k2DLineStrip:
primitive_topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case PrimitiveType::kTrianglePatch:
case PrimitiveType::kQuadPatch:
primitive_topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
break;
default:
primitive_topology_type = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
};
dirty |= regs.primitive_topology_type != primitive_topology_type;
regs.primitive_topology_type = primitive_topology_type;
// Zero out the tessellation mode by default for a stable hash.
TessellationMode tessellation_mode = TessellationMode(0);
if (primitive_type == PrimitiveType::kPointList ||
primitive_type == PrimitiveType::kRectangleList ||
primitive_type == PrimitiveType::kQuadList) {
dirty |= regs.geometry_shader_primitive_type != primitive_type;
regs.geometry_shader_primitive_type = primitive_type;
primitive_type == PrimitiveType::kQuadList ||
primitive_type == PrimitiveType::kTrianglePatch ||
primitive_type == PrimitiveType::kQuadPatch) {
dirty |= regs.hs_gs_ds_primitive_type != primitive_type;
regs.hs_gs_ds_primitive_type = primitive_type;
if (primitive_type == PrimitiveType::kTrianglePatch ||
primitive_type == PrimitiveType::kQuadPatch) {
tessellation_mode = TessellationMode(
register_file_->values[XE_GPU_REG_VGT_HOS_CNTL].u32 & 0x3);
}
} else {
dirty |= regs.geometry_shader_primitive_type != PrimitiveType::kNone;
regs.geometry_shader_primitive_type = PrimitiveType::kNone;
dirty |= regs.hs_gs_ds_primitive_type != PrimitiveType::kNone;
regs.hs_gs_ds_primitive_type = PrimitiveType::kNone;
}
dirty |= regs.tessellation_mode != tessellation_mode;
regs.tessellation_mode = tessellation_mode;
XXH64_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
if (!EnsureShadersTranslated(vertex_shader, pixel_shader)) {
if (!EnsureShadersTranslated(vertex_shader, pixel_shader, primitive_type)) {
return UpdateStatus::kError;
}
update_desc_.pRootSignature =
command_processor_->GetRootSignature(vertex_shader, pixel_shader);
update_desc_.pRootSignature = command_processor_->GetRootSignature(
vertex_shader, pixel_shader, primitive_type);
if (update_desc_.pRootSignature == nullptr) {
return UpdateStatus::kError;
}
update_desc_.VS.pShaderBytecode = vertex_shader->translated_binary().data();
update_desc_.VS.BytecodeLength = vertex_shader->translated_binary().size();
if (primitive_type == PrimitiveType::kTrianglePatch ||
primitive_type == PrimitiveType::kQuadPatch) {
if (vertex_shader->GetDomainShaderPrimitiveType() != primitive_type) {
XELOGE("Tried to use vertex shader %.16" PRIX64
" for tessellation, but it's not a tessellation domain shader or "
"has the wrong domain",
vertex_shader->ucode_data_hash());
assert_always();
return UpdateStatus::kError;
}
if (primitive_type == PrimitiveType::kTrianglePatch) {
update_desc_.VS.pShaderBytecode = tessellation_triangle_vs;
update_desc_.VS.BytecodeLength = sizeof(tessellation_triangle_vs);
} else if (primitive_type == PrimitiveType::kQuadPatch) {
update_desc_.VS.pShaderBytecode = tessellation_quad_vs;
update_desc_.VS.BytecodeLength = sizeof(tessellation_quad_vs);
}
// The Xenos vertex shader works like a domain shader with tessellation.
update_desc_.DS.pShaderBytecode = vertex_shader->translated_binary().data();
update_desc_.DS.BytecodeLength = vertex_shader->translated_binary().size();
} else {
if (vertex_shader->GetDomainShaderPrimitiveType() != PrimitiveType::kNone) {
XELOGE("Tried to use vertex shader %.16" PRIX64
" without tessellation, but it's a tessellation domain shader",
vertex_shader->ucode_data_hash());
assert_always();
return UpdateStatus::kError;
}
update_desc_.VS.pShaderBytecode = vertex_shader->translated_binary().data();
update_desc_.VS.BytecodeLength = vertex_shader->translated_binary().size();
update_desc_.DS.pShaderBytecode = nullptr;
update_desc_.DS.BytecodeLength = 0;
}
if (pixel_shader != nullptr) {
update_desc_.PS.pShaderBytecode = pixel_shader->translated_binary().data();
update_desc_.PS.BytecodeLength = pixel_shader->translated_binary().size();
@@ -343,6 +415,32 @@ PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
update_desc_.PS.BytecodeLength = 0;
}
}
switch (primitive_type) {
case PrimitiveType::kTrianglePatch:
if (tessellation_mode == TessellationMode::kDiscrete) {
update_desc_.HS.pShaderBytecode = discrete_triangle_hs;
update_desc_.HS.BytecodeLength = sizeof(discrete_triangle_hs);
} else {
update_desc_.HS.pShaderBytecode = continuous_triangle_hs;
update_desc_.HS.BytecodeLength = sizeof(continuous_triangle_hs);
// TODO(Triang3l): True per-edge tessellation when memexport is added.
}
break;
case PrimitiveType::kQuadPatch:
if (tessellation_mode == TessellationMode::kDiscrete) {
update_desc_.HS.pShaderBytecode = discrete_quad_hs;
update_desc_.HS.BytecodeLength = sizeof(discrete_quad_hs);
} else {
update_desc_.HS.pShaderBytecode = continuous_quad_hs;
update_desc_.HS.BytecodeLength = sizeof(continuous_quad_hs);
// TODO(Triang3l): True per-edge tessellation when memexport is added.
}
break;
default:
update_desc_.HS.pShaderBytecode = nullptr;
update_desc_.HS.BytecodeLength = 0;
break;
}
switch (primitive_type) {
case PrimitiveType::kPointList:
update_desc_.GS.pShaderBytecode = primitive_point_list_gs;