[GPU] Shader::HostVertexShaderType enum for domain shader types

This commit is contained in:
Triang3l
2020-04-06 00:03:23 +03:00
parent 8da8044771
commit 4b9f63cdf1
12 changed files with 492 additions and 443 deletions

View File

@@ -177,14 +177,17 @@ void D3D12CommandProcessor::SubmitBarriers() {
}
ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader,
bool tessellated) {
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader) {
assert_true(vertex_shader->is_translated());
assert_true(pixel_shader == nullptr || pixel_shader->is_translated());
D3D12_SHADER_VISIBILITY vertex_visibility =
tessellated ? D3D12_SHADER_VISIBILITY_DOMAIN
: D3D12_SHADER_VISIBILITY_VERTEX;
D3D12_SHADER_VISIBILITY vertex_visibility;
if (vertex_shader->host_vertex_shader_type() !=
Shader::HostVertexShaderType::kVertex) {
vertex_visibility = D3D12_SHADER_VISIBILITY_DOMAIN;
} else {
vertex_visibility = D3D12_SHADER_VISIBILITY_VERTEX;
}
uint32_t texture_count_vertex, sampler_count_vertex;
vertex_shader->GetTextureSRVs(texture_count_vertex);
@@ -207,7 +210,8 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
index_offset += D3D12Shader::kMaxTextureSRVIndexBits;
index |= sampler_count_vertex << index_offset;
index_offset += D3D12Shader::kMaxSamplerBindingIndexBits;
index |= (tessellated ? 1 : 0) << index_offset;
index |= uint32_t(vertex_visibility == D3D12_SHADER_VISIBILITY_DOMAIN)
<< index_offset;
++index_offset;
assert_true(index_offset <= 32);
@@ -1284,15 +1288,6 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
return true;
}
// Check if using tessellation to get the correct primitive type.
bool tessellated;
if (major_mode_explicit) {
tessellated = regs.Get<reg::VGT_OUTPUT_PATH_CNTL>().path_select ==
xenos::VGTOutputPath::kTessellationEnable;
} else {
tessellated = false;
}
// Shaders will have already been defined by previous loads.
// We need them to do just about anything so validate here.
auto vertex_shader = static_cast<D3D12Shader*>(active_vertex_shader());
@@ -1308,13 +1303,21 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
// Need a pixel shader in normal color mode.
return false;
}
// Get tessellation info for the current draw for vertex shader translation.
Shader::HostVertexShaderType host_vertex_shader_type =
pipeline_cache_->GetHostVertexShaderTypeIfValid();
if (host_vertex_shader_type == Shader::HostVertexShaderType(-1)) {
return false;
}
// Translate the shaders now to get memexport configuration and color mask,
// which is needed by the render target cache, to check the possibility of
// doing early depth/stencil, and also to get used textures and samplers.
if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader, pixel_shader,
tessellated, primitive_type)) {
host_vertex_shader_type)) {
return false;
}
bool tessellated =
host_vertex_shader_type != Shader::HostVertexShaderType::kVertex;
// Check if memexport is used. If it is, we can't skip draw calls that have no
// visual effect.
@@ -1348,39 +1351,24 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
// Set up primitive topology.
bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base;
bool adaptive_tessellation =
host_vertex_shader_type ==
Shader::HostVertexShaderType::kLineDomainAdaptive ||
host_vertex_shader_type ==
Shader::HostVertexShaderType::kTriangleDomainAdaptive ||
host_vertex_shader_type ==
Shader::HostVertexShaderType::kQuadDomainAdaptive;
// Adaptive tessellation requires an index buffer, but it contains per-edge
// tessellation factors (as floats) instead of control point indices.
bool adaptive_tessellation;
if (tessellated) {
xenos::TessellationMode tessellation_mode =
regs.Get<reg::VGT_HOS_CNTL>().tess_mode;
adaptive_tessellation =
tessellation_mode == xenos::TessellationMode::kAdaptive;
if (adaptive_tessellation &&
(!indexed || index_buffer_info->format != IndexFormat::kInt32)) {
return false;
}
// TODO(Triang3l): Implement all tessellation modes if games using any other
// than adaptive are found. The biggest question about them is what is being
// passed to vertex shader registers, especially if patches are drawn with
// an index buffer.
// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
if (tessellation_mode != xenos::TessellationMode::kAdaptive) {
XELOGE(
"Tessellation mode %u is not implemented yet, only adaptive is "
"partially available now - report the game to Xenia developers!",
uint32_t(tessellation_mode));
return false;
}
} else {
adaptive_tessellation = false;
}
assert_true(!adaptive_tessellation ||
(indexed && index_buffer_info->format == IndexFormat::kInt32));
PrimitiveType primitive_type_converted;
D3D_PRIMITIVE_TOPOLOGY primitive_topology;
if (tessellated) {
primitive_type_converted = primitive_type;
switch (primitive_type_converted) {
// TODO(Triang3l): Support line patches.
// TODO(Triang3l): Support all kinds of patches if found in games.
case PrimitiveType::kTriangleList:
case PrimitiveType::kTrianglePatch:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST;
break;
@@ -1422,7 +1410,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
deferred_command_list_->D3DIASetPrimitiveTopology(primitive_topology);
}
uint32_t line_loop_closing_index;
if (!tessellated && primitive_type == PrimitiveType::kLineLoop && !indexed &&
if (primitive_type == PrimitiveType::kLineLoop && !indexed &&
index_count >= 3) {
// Add a vertex to close the loop, and make the vertex shader replace its
// index (before adding the offset) with 0 to fetch the first vertex again.
@@ -1455,7 +1443,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
void* pipeline_handle;
ID3D12RootSignature* root_signature;
if (!pipeline_cache_->ConfigurePipeline(
vertex_shader, pixel_shader, tessellated, primitive_type_converted,
vertex_shader, pixel_shader, primitive_type_converted,
indexed ? index_buffer_info->format : IndexFormat::kInt16, early_z,
pipeline_render_targets, &pipeline_handle, &root_signature)) {
return false;

View File

@@ -95,8 +95,7 @@ class D3D12CommandProcessor : public CommandProcessor {
// Finds or creates root signature for a pipeline.
ID3D12RootSignature* GetRootSignature(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,
bool tessellated);
const D3D12Shader* pixel_shader);
ui::d3d12::UploadBufferPool* GetConstantBufferPool() const {
return constant_buffer_pool_.get();

View File

@@ -272,9 +272,10 @@ void PipelineCache::InitializeShaderStorage(const std::wstring& storage_root,
break;
}
assert_not_null(shader_to_translate.second);
if (!TranslateShader(translator, shader_to_translate.second,
shader_to_translate.first.sq_program_cntl,
shader_to_translate.first.patch_primitive_type)) {
if (!TranslateShader(
translator, shader_to_translate.second,
shader_to_translate.first.sq_program_cntl,
shader_to_translate.first.host_vertex_shader_type)) {
std::unique_lock<std::mutex> lock(shaders_failed_to_translate_mutex);
shaders_failed_to_translate.push_back(shader_to_translate.second);
}
@@ -516,8 +517,7 @@ void PipelineCache::InitializeShaderStorage(const std::wstring& storage_root,
pipeline_runtime_description.root_signature =
command_processor_->GetRootSignature(
pipeline_runtime_description.vertex_shader,
pipeline_runtime_description.pixel_shader,
pipeline_description.patch_type != PipelinePatchType::kNone);
pipeline_runtime_description.pixel_shader);
if (!pipeline_runtime_description.root_signature) {
continue;
}
@@ -712,10 +712,59 @@ D3D12Shader* PipelineCache::LoadShader(ShaderType shader_type,
return shader;
}
bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
bool tessellated,
PrimitiveType primitive_type) {
Shader::HostVertexShaderType PipelineCache::GetHostVertexShaderTypeIfValid()
const {
auto& regs = *register_file_;
auto vgt_draw_initiator = regs.Get<reg::VGT_DRAW_INITIATOR>();
if (!xenos::IsMajorModeExplicit(vgt_draw_initiator.major_mode,
vgt_draw_initiator.prim_type)) {
// VGT_OUTPUT_PATH_CNTL and HOS registers are ignored in implicit major
// mode.
return Shader::HostVertexShaderType::kVertex;
}
if (regs.Get<reg::VGT_OUTPUT_PATH_CNTL>().path_select !=
xenos::VGTOutputPath::kTessellationEnable) {
return Shader::HostVertexShaderType::kVertex;
}
xenos::TessellationMode tessellation_mode =
regs.Get<reg::VGT_HOS_CNTL>().tess_mode;
switch (vgt_draw_initiator.prim_type) {
// case PrimitiveType::kTriangleList:
// switch (tessellation_mode) {
// case xenos::TessellationMode::kDiscrete:
// // Call of Duty 3 - green terrain in the first mission.
// case xenos::TessellationMode::kContinuous:
// // Viva Pinata - something on the start screen.
// return Shader::HostVertexShaderType::kTriangleDomainConstant;
// }
// break;
// TODO(Triang3l): Support non-adaptive tessellation.
case PrimitiveType::kTrianglePatch:
if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
// Banjo-Kazooie: Nuts & Bolts - water.
// Halo 3 - water.
return Shader::HostVertexShaderType::kTriangleDomainAdaptive;
}
break;
case PrimitiveType::kQuadPatch:
if (tessellation_mode == xenos::TessellationMode::kAdaptive) {
// Viva Pinata - something on the start screen.
return Shader::HostVertexShaderType::kQuadDomainAdaptive;
}
break;
// TODO(Triang3l): Support line patches and non-adaptive quad
// tessellation.
}
XELOGE(
"Unsupported tessellation mode %u for primitive type %u. Report the game "
"to Xenia developers!",
uint32_t(tessellation_mode), uint32_t(vgt_draw_initiator.prim_type));
return Shader::HostVertexShaderType(-1);
}
bool PipelineCache::EnsureShadersTranslated(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
Shader::HostVertexShaderType host_vertex_shader_type) {
auto& regs = *register_file_;
// These are the constant base addresses/ranges for shaders.
@@ -734,12 +783,9 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
xenos::VertexShaderExportMode::kPosition2VectorsEdgeKill);
assert_false(sq_program_cntl.gen_index_vtx);
PrimitiveType patch_primitive_type =
tessellated ? primitive_type : PrimitiveType::kNone;
if (!vertex_shader->is_translated()) {
if (!TranslateShader(*shader_translator_, vertex_shader, sq_program_cntl,
patch_primitive_type)) {
host_vertex_shader_type)) {
XELOGE("Failed to translate the vertex shader!");
return false;
}
@@ -756,8 +802,7 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
}
if (pixel_shader != nullptr && !pixel_shader->is_translated()) {
if (!TranslateShader(*shader_translator_, pixel_shader, sq_program_cntl,
patch_primitive_type)) {
if (!TranslateShader(*shader_translator_, pixel_shader, sq_program_cntl)) {
XELOGE("Failed to translate the pixel shader!");
return false;
}
@@ -777,7 +822,7 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
}
bool PipelineCache::ConfigurePipeline(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
void** pipeline_state_handle_out,
@@ -790,9 +835,9 @@ bool PipelineCache::ConfigurePipeline(
assert_not_null(root_signature_out);
PipelineRuntimeDescription runtime_description;
if (!GetCurrentStateDescription(vertex_shader, pixel_shader, tessellated,
primitive_type, index_format, early_z,
render_targets, runtime_description)) {
if (!GetCurrentStateDescription(vertex_shader, pixel_shader, primitive_type,
index_format, early_z, render_targets,
runtime_description)) {
return false;
}
PipelineDescription& description = runtime_description.description;
@@ -819,8 +864,9 @@ bool PipelineCache::ConfigurePipeline(
}
}
if (!EnsureShadersTranslated(vertex_shader, pixel_shader, tessellated,
primitive_type)) {
if (!EnsureShadersTranslated(
vertex_shader, pixel_shader,
Shader::HostVertexShaderType(description.host_vertex_shader_type))) {
return false;
}
@@ -864,13 +910,13 @@ bool PipelineCache::ConfigurePipeline(
return true;
}
bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
D3D12Shader* shader,
reg::SQ_PROGRAM_CNTL cntl,
PrimitiveType patch_primitive_type) {
bool PipelineCache::TranslateShader(
DxbcShaderTranslator& translator, D3D12Shader* shader,
reg::SQ_PROGRAM_CNTL cntl,
Shader::HostVertexShaderType host_vertex_shader_type) {
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (!translator.Translate(shader, patch_primitive_type, cntl)) {
if (!translator.Translate(shader, cntl, host_vertex_shader_type)) {
XELOGE("Shader %.16" PRIX64 " translation failed; marking as ignored",
shader->ucode_data_hash());
return false;
@@ -923,7 +969,7 @@ bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
}
bool PipelineCache::GetCurrentStateDescription(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
PipelineRuntimeDescription& runtime_description_out) {
@@ -931,14 +977,13 @@ bool PipelineCache::GetCurrentStateDescription(
auto& regs = *register_file_;
auto pa_su_sc_mode_cntl = regs.Get<reg::PA_SU_SC_MODE_CNTL>();
bool primitive_two_faced = IsPrimitiveTwoFaced(tessellated, primitive_type);
// Initialize all unused fields to zero for comparison/hashing.
std::memset(&runtime_description_out, 0, sizeof(runtime_description_out));
// Root signature.
runtime_description_out.root_signature = command_processor_->GetRootSignature(
vertex_shader, pixel_shader, tessellated);
runtime_description_out.root_signature =
command_processor_->GetRootSignature(vertex_shader, pixel_shader);
if (runtime_description_out.root_signature == nullptr) {
return false;
}
@@ -962,48 +1007,18 @@ bool PipelineCache::GetCurrentStateDescription(
description_out.strip_cut_index = PipelineStripCutIndex::kNone;
}
// Primitive topology type, tessellation mode and geometry shader.
if (tessellated) {
xenos::TessellationMode tessellation_mode =
regs.Get<reg::VGT_HOS_CNTL>().tess_mode;
switch (tessellation_mode) {
case xenos::TessellationMode::kDiscrete:
description_out.tessellation_mode = PipelineTessellationMode::kDiscrete;
break;
case xenos::TessellationMode::kContinuous:
description_out.tessellation_mode =
PipelineTessellationMode::kContinuous;
break;
case xenos::TessellationMode::kAdaptive:
description_out.tessellation_mode = PipelineTessellationMode::kAdaptive;
break;
default:
assert_unhandled_case(tessellation_mode);
return false;
}
description_out.primitive_topology_type =
PipelinePrimitiveTopologyType::kPatch;
switch (primitive_type) {
case PrimitiveType::kLinePatch:
description_out.patch_type = PipelinePatchType::kLine;
break;
case PrimitiveType::kTrianglePatch:
description_out.patch_type = PipelinePatchType::kTriangle;
break;
case PrimitiveType::kQuadPatch:
description_out.patch_type = PipelinePatchType::kQuad;
break;
default:
assert_unhandled_case(primitive_type);
return false;
}
description_out.geometry_shader = PipelineGeometryShader::kNone;
} else {
description_out.tessellation_mode = PipelineTessellationMode::kNone;
// Host vertex shader type and primitive topology.
Shader::HostVertexShaderType host_vertex_shader_type =
GetHostVertexShaderTypeIfValid();
if (host_vertex_shader_type == Shader::HostVertexShaderType(-1)) {
return false;
}
description_out.host_vertex_shader_type = host_vertex_shader_type;
if (host_vertex_shader_type == Shader::HostVertexShaderType::kVertex) {
switch (primitive_type) {
case PrimitiveType::kPointList:
description_out.primitive_topology_type =
PipelinePrimitiveTopologyType::kPoint;
description_out.primitive_topology_type_or_tessellation_mode =
uint32_t(PipelinePrimitiveTopologyType::kPoint);
break;
case PrimitiveType::kLineList:
case PrimitiveType::kLineStrip:
@@ -1011,15 +1026,14 @@ bool PipelineCache::GetCurrentStateDescription(
// Quads are emulated as line lists with adjacency.
case PrimitiveType::kQuadList:
case PrimitiveType::k2DLineStrip:
description_out.primitive_topology_type =
PipelinePrimitiveTopologyType::kLine;
description_out.primitive_topology_type_or_tessellation_mode =
uint32_t(PipelinePrimitiveTopologyType::kLine);
break;
default:
description_out.primitive_topology_type =
PipelinePrimitiveTopologyType::kTriangle;
description_out.primitive_topology_type_or_tessellation_mode =
uint32_t(PipelinePrimitiveTopologyType::kTriangle);
break;
}
description_out.patch_type = PipelinePatchType::kNone;
switch (primitive_type) {
case PrimitiveType::kPointList:
description_out.geometry_shader = PipelineGeometryShader::kPointList;
@@ -1035,8 +1049,15 @@ bool PipelineCache::GetCurrentStateDescription(
description_out.geometry_shader = PipelineGeometryShader::kNone;
break;
}
} else {
description_out.primitive_topology_type_or_tessellation_mode =
uint32_t(regs.Get<reg::VGT_HOS_CNTL>().tess_mode);
}
bool primitive_two_faced = IsPrimitiveTwoFaced(
host_vertex_shader_type != Shader::HostVertexShaderType::kVertex,
primitive_type);
// Rasterizer state.
// Because Direct3D 12 doesn't support per-side fill mode and depth bias, the
// values to use depends on the current culling state.
@@ -1139,9 +1160,8 @@ bool PipelineCache::GetCurrentStateDescription(
description_out.depth_bias_slope_scaled =
poly_offset_scale * (1.0f / 16.0f);
}
if (cvars::d3d12_tessellation_wireframe && tessellated &&
(primitive_type == PrimitiveType::kTrianglePatch ||
primitive_type == PrimitiveType::kQuadPatch)) {
if (cvars::d3d12_tessellation_wireframe &&
host_vertex_shader_type != Shader::HostVertexShaderType::kVertex) {
description_out.fill_mode_wireframe = 1;
}
description_out.depth_clip = !regs.Get<reg::PA_CL_CLIP_CNTL>().clip_disable;
@@ -1333,130 +1353,119 @@ ID3D12PipelineState* PipelineCache::CreateD3D12PipelineState(
break;
}
// Vertex or hull/domain shaders.
// Primitive topology, vertex, hull/domain and geometry shaders.
if (!runtime_description.vertex_shader->is_translated()) {
XELOGE("Vertex shader %.16" PRIX64 " not translated",
runtime_description.vertex_shader->ucode_data_hash());
assert_always();
return nullptr;
}
if (description.tessellation_mode != PipelineTessellationMode::kNone) {
state_desc.VS.pShaderBytecode = tessellation_vs;
state_desc.VS.BytecodeLength = sizeof(tessellation_vs);
switch (description.patch_type) {
case PipelinePatchType::kTriangle:
if (runtime_description.vertex_shader->patch_primitive_type() !=
PrimitiveType::kTrianglePatch) {
XELOGE(
"Tried to use vertex shader %.16" PRIX64
" for triangle patch tessellation, but it's not a tessellation "
"domain shader or has the wrong domain",
runtime_description.vertex_shader->ucode_data_hash());
assert_always();
return nullptr;
}
switch (description.tessellation_mode) {
case PipelineTessellationMode::kDiscrete:
state_desc.HS.pShaderBytecode = discrete_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(discrete_triangle_hs);
break;
case PipelineTessellationMode::kContinuous:
state_desc.HS.pShaderBytecode = continuous_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(continuous_triangle_hs);
break;
case PipelineTessellationMode::kAdaptive:
state_desc.HS.pShaderBytecode = adaptive_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(adaptive_triangle_hs);
break;
default:
assert_unhandled_case(description.tessellation_mode);
return nullptr;
}
break;
case PipelinePatchType::kQuad:
if (runtime_description.vertex_shader->patch_primitive_type() !=
PrimitiveType::kQuadPatch) {
XELOGE("Tried to use vertex shader %.16" PRIX64
" for quad patch tessellation, but it's not a tessellation "
"domain shader or has the wrong domain",
runtime_description.vertex_shader->ucode_data_hash());
assert_always();
return nullptr;
}
switch (description.tessellation_mode) {
case PipelineTessellationMode::kDiscrete:
state_desc.HS.pShaderBytecode = discrete_quad_hs;
state_desc.HS.BytecodeLength = sizeof(discrete_quad_hs);
break;
case PipelineTessellationMode::kContinuous:
state_desc.HS.pShaderBytecode = continuous_quad_hs;
state_desc.HS.BytecodeLength = sizeof(continuous_quad_hs);
break;
// TODO(Triang3l): True adaptive tessellation when properly tested.
default:
assert_unhandled_case(description.tessellation_mode);
return nullptr;
}
break;
default:
assert_unhandled_case(description.patch_type);
return nullptr;
}
// The Xenos vertex shader works like a domain shader with tessellation.
state_desc.DS.pShaderBytecode =
runtime_description.vertex_shader->translated_binary().data();
state_desc.DS.BytecodeLength =
runtime_description.vertex_shader->translated_binary().size();
} else {
if (runtime_description.vertex_shader->patch_primitive_type() !=
PrimitiveType::kNone) {
XELOGE("Tried to use vertex shader %.16" PRIX64
" without tessellation, but it's a tessellation domain shader",
runtime_description.vertex_shader->ucode_data_hash());
assert_always();
return nullptr;
}
Shader::HostVertexShaderType host_vertex_shader_type =
description.host_vertex_shader_type;
if (runtime_description.vertex_shader->host_vertex_shader_type() !=
host_vertex_shader_type) {
XELOGE("Vertex shader %.16" PRIX64
" translated into the wrong host shader "
"type",
runtime_description.vertex_shader->ucode_data_hash());
assert_always();
return nullptr;
}
if (host_vertex_shader_type == Shader::HostVertexShaderType::kVertex) {
state_desc.VS.pShaderBytecode =
runtime_description.vertex_shader->translated_binary().data();
state_desc.VS.BytecodeLength =
runtime_description.vertex_shader->translated_binary().size();
}
// Pre-GS primitive topology type.
switch (description.primitive_topology_type) {
case PipelinePrimitiveTopologyType::kPoint:
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
case PipelinePrimitiveTopologyType::kLine:
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case PipelinePrimitiveTopologyType::kTriangle:
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
case PipelinePrimitiveTopologyType::kPatch:
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
break;
default:
assert_unhandled_case(description.primitive_topology_type);
return nullptr;
}
// Geometry shader.
switch (description.geometry_shader) {
case PipelineGeometryShader::kPointList:
state_desc.GS.pShaderBytecode = primitive_point_list_gs;
state_desc.GS.BytecodeLength = sizeof(primitive_point_list_gs);
break;
case PipelineGeometryShader::kRectangleList:
state_desc.GS.pShaderBytecode = primitive_rectangle_list_gs;
state_desc.GS.BytecodeLength = sizeof(primitive_rectangle_list_gs);
break;
case PipelineGeometryShader::kQuadList:
state_desc.GS.pShaderBytecode = primitive_quad_list_gs;
state_desc.GS.BytecodeLength = sizeof(primitive_quad_list_gs);
break;
default:
break;
PipelinePrimitiveTopologyType primitive_topology_type =
PipelinePrimitiveTopologyType(
description.primitive_topology_type_or_tessellation_mode);
switch (primitive_topology_type) {
case PipelinePrimitiveTopologyType::kPoint:
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
case PipelinePrimitiveTopologyType::kLine:
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case PipelinePrimitiveTopologyType::kTriangle:
state_desc.PrimitiveTopologyType =
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
default:
assert_unhandled_case(primitive_topology_type);
return nullptr;
}
switch (description.geometry_shader) {
case PipelineGeometryShader::kPointList:
state_desc.GS.pShaderBytecode = primitive_point_list_gs;
state_desc.GS.BytecodeLength = sizeof(primitive_point_list_gs);
break;
case PipelineGeometryShader::kRectangleList:
state_desc.GS.pShaderBytecode = primitive_rectangle_list_gs;
state_desc.GS.BytecodeLength = sizeof(primitive_rectangle_list_gs);
break;
case PipelineGeometryShader::kQuadList:
state_desc.GS.pShaderBytecode = primitive_quad_list_gs;
state_desc.GS.BytecodeLength = sizeof(primitive_quad_list_gs);
break;
default:
break;
}
} else {
state_desc.VS.pShaderBytecode = tessellation_vs;
state_desc.VS.BytecodeLength = sizeof(tessellation_vs);
state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
xenos::TessellationMode tessellation_mode = xenos::TessellationMode(
description.primitive_topology_type_or_tessellation_mode);
switch (tessellation_mode) {
case xenos::TessellationMode::kDiscrete:
switch (host_vertex_shader_type) {
case Shader::HostVertexShaderType::kTriangleDomainConstant:
state_desc.HS.pShaderBytecode = discrete_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(discrete_triangle_hs);
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
state_desc.HS.pShaderBytecode = discrete_quad_hs;
state_desc.HS.BytecodeLength = sizeof(discrete_quad_hs);
break;
default:
assert_unhandled_case(host_vertex_shader_type);
return nullptr;
}
break;
case xenos::TessellationMode::kContinuous:
switch (host_vertex_shader_type) {
case Shader::HostVertexShaderType::kTriangleDomainConstant:
state_desc.HS.pShaderBytecode = continuous_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(continuous_triangle_hs);
break;
case Shader::HostVertexShaderType::kQuadDomainConstant:
state_desc.HS.pShaderBytecode = continuous_quad_hs;
state_desc.HS.BytecodeLength = sizeof(continuous_quad_hs);
break;
default:
assert_unhandled_case(host_vertex_shader_type);
return nullptr;
}
break;
case xenos::TessellationMode::kAdaptive:
switch (host_vertex_shader_type) {
case Shader::HostVertexShaderType::kTriangleDomainAdaptive:
state_desc.HS.pShaderBytecode = adaptive_triangle_hs;
state_desc.HS.BytecodeLength = sizeof(adaptive_triangle_hs);
break;
default:
assert_unhandled_case(host_vertex_shader_type);
return nullptr;
}
break;
default:
assert_unhandled_case(tessellation_mode);
return nullptr;
}
state_desc.DS.pShaderBytecode =
runtime_description.vertex_shader->translated_binary().data();
state_desc.DS.BytecodeLength =
runtime_description.vertex_shader->translated_binary().size();
}
// Pixel shader.
@@ -1715,7 +1724,7 @@ void PipelineCache::StorageWriteThread() {
shader_header.ucode_data_hash = shader->ucode_data_hash();
shader_header.ucode_dword_count = shader->ucode_dword_count();
shader_header.type = shader->type();
shader_header.patch_primitive_type = shader->patch_primitive_type();
shader_header.host_vertex_shader_type = shader->host_vertex_shader_type();
shader_header.sq_program_cntl = shader_pair.second;
assert_not_null(shader_storage_file_);
fwrite(&shader_header, sizeof(shader_header), 1, shader_storage_file_);

View File

@@ -56,13 +56,17 @@ class PipelineCache {
D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address, uint32_t dword_count);
// Returns the host vertex shader type for the current draw if it's valid and
// supported, or Shader::HostVertexShaderType(-1) if not.
Shader::HostVertexShaderType GetHostVertexShaderTypeIfValid() const;
// Translates shaders if needed, also making shader info up to date.
bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader, bool tessellated,
PrimitiveType primitive_type);
bool EnsureShadersTranslated(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
Shader::HostVertexShaderType host_vertex_shader_type);
bool ConfigurePipeline(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
void** pipeline_state_handle_out,
@@ -81,11 +85,11 @@ class PipelineCache {
uint32_t ucode_dword_count : 16;
ShaderType type : 1;
PrimitiveType patch_primitive_type : 6;
Shader::HostVertexShaderType host_vertex_shader_type : 3;
reg::SQ_PROGRAM_CNTL sq_program_cntl;
static constexpr uint32_t kVersion = 0x20200301;
static constexpr uint32_t kVersion = 0x20200405;
});
// Update PipelineDescription::kVersion if any of the Pipeline* enums are
@@ -115,7 +119,6 @@ class PipelineCache {
kPoint,
kLine,
kTriangle,
kPatch,
};
enum class PipelineGeometryShader : uint32_t {
@@ -169,21 +172,23 @@ class PipelineCache {
float depth_bias_slope_scaled;
PipelineStripCutIndex strip_cut_index : 2; // 2
PipelineTessellationMode tessellation_mode : 2; // 4
PipelinePrimitiveTopologyType primitive_topology_type : 2; // 6
PipelinePatchType patch_type : 2; // 8
PipelineGeometryShader geometry_shader : 2; // 10
uint32_t fill_mode_wireframe : 1; // 11
PipelineCullMode cull_mode : 2; // 13
uint32_t front_counter_clockwise : 1; // 14
uint32_t depth_clip : 1; // 15
uint32_t rov_msaa : 1; // 16
DepthRenderTargetFormat depth_format : 1; // 17
CompareFunction depth_func : 3; // 20
uint32_t depth_write : 1; // 21
uint32_t stencil_enable : 1; // 22
uint32_t stencil_read_mask : 8; // 30
uint32_t force_early_z : 1; // 31
Shader::HostVertexShaderType host_vertex_shader_type : 3; // 5
// PipelinePrimitiveTopologyType for a vertex shader.
// xenos::TessellationMode for a domain shader.
uint32_t primitive_topology_type_or_tessellation_mode : 2; // 7
// Zero for non-kVertex host_vertex_shader_type.
PipelineGeometryShader geometry_shader : 2; // 9
uint32_t fill_mode_wireframe : 1; // 10
PipelineCullMode cull_mode : 2; // 12
uint32_t front_counter_clockwise : 1; // 13
uint32_t depth_clip : 1; // 14
uint32_t rov_msaa : 1; // 15
DepthRenderTargetFormat depth_format : 1; // 16
CompareFunction depth_func : 3; // 19
uint32_t depth_write : 1; // 20
uint32_t stencil_enable : 1; // 21
uint32_t stencil_read_mask : 8; // 29
uint32_t force_early_z : 1; // 30
uint32_t stencil_write_mask : 8; // 8
StencilOp stencil_front_fail_op : 3; // 11
@@ -197,7 +202,7 @@ class PipelineCache {
PipelineRenderTarget render_targets[4];
static constexpr uint32_t kVersion = 0x20200309;
static constexpr uint32_t kVersion = 0x20200405;
});
XEPACKEDSTRUCT(PipelineStoredDescription, {
@@ -214,10 +219,11 @@ class PipelineCache {
bool TranslateShader(DxbcShaderTranslator& translator, D3D12Shader* shader,
reg::SQ_PROGRAM_CNTL cntl,
PrimitiveType patch_primitive_type);
Shader::HostVertexShaderType host_vertex_shader_type =
Shader::HostVertexShaderType::kVertex);
bool GetCurrentStateDescription(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
PipelineRuntimeDescription& runtime_description_out);