[D3D12] Rough outline of render target architecture

This commit is contained in:
Triang3l
2018-08-07 22:40:24 +03:00
parent 83cf482a50
commit 52a1a80200
6 changed files with 598 additions and 20 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/render_target_cache.h"
#include <cstring>
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
namespace xe {
namespace gpu {
namespace d3d12 {
RenderTargetCache::RenderTargetCache(D3D12CommandProcessor* command_processor,
RegisterFile* register_file)
: command_processor_(command_processor), register_file_(register_file) {}
RenderTargetCache::~RenderTargetCache() { Shutdown(); }
bool RenderTargetCache::Initialize() { return true; }
void RenderTargetCache::Shutdown() { ClearCache(); }
void RenderTargetCache::ClearCache() {
for (auto render_target_pair : render_targets_) {
RenderTarget* render_target = render_target_pair.second;
if (render_target->resource != nullptr) {
render_target->resource->Release();
}
delete render_target;
}
render_targets_.clear();
for (uint32_t i = 0; i < xe::countof(heaps_); ++i) {
if (heaps_[i] != nullptr) {
heaps_[i]->Release();
heaps_[i] = nullptr;
}
}
}
void RenderTargetCache::BeginFrame() { ClearBindings(); }
void RenderTargetCache::UpdateRenderTargets(/* const D3D12_VIEWPORT& viewport,
const D3D12_RECT& scissor */) {
// There are two kinds of render target binding updates in this implementation
// in case something has been changed - full and partial.
//
// A full update involves flushing all the currently bound render targets that
// have been modified to the EDRAM buffer, allocating all the newly bound
// render targets in the heaps, loading them from the EDRAM buffer and binding
// them.
//
// ("Bound" here means ever used since the last full update - and in this case
// it's bound to the Direct3D 12 command list.)
//
// However, Banjo-Kazooie interleaves color/depth and depth-only writes every
// draw call, and doing a full update whenever the color mask is changed is
// too expensive. So, we shouldn't do a full update if the game only toggles
// color writes and depth testing. Instead, we're only adding or re-enabling
// render targets if color writes are being enabled (adding involves loading
// the contents from the EDRAM, while re-enabling does nothing on the D3D
// side).
//
// There are cases when simply toggling render targets may still require EDRAM
// stores and thus a full update. Here's an example situation:
// Draw 1:
// - 32bpp RT0 0-10 MB
// - 32bpp RT1 3-10 MB
// - 1280x720 viewport
// Draw 2:
// - 32bpp RT0 0-10 MB
// - Inactive RT1
// - 1280x1440 viewport
// Draw 3:
// - 32bpp RT0 0-10 MB
// - 32bpp RT1 3-10 MB
// - 1280x720 viewport
// In this case, before draw 2, RT1 must be written to the EDRAM buffer, and
// RT0 must be loaded, and also before draw 3 RT1 must receive the changes
// made to the lower part of RT0. So, before draws 2 and 3, full updates must
// be done.
//
// Full updates are better for memory usage than partial updates though, as
// the render targets are re-allocated in the heaps, which means that they can
// be allocated more tightly, preventing too many 32 MB heaps from being
// created.
//
// To summarize, a full update happens if:
// - Starting a new frame.
// - Drawing after resolving.
// - Surface pitch changed.
// - Sample count changed.
// - EDRAM base of a currently used RT changed.
// - Format of a currently used RT changed.
// - Current viewport contains unsaved data from previously used render
// targets.
// - New render target overlaps unsaved data from other bound render targets.
// A partial update happens if:
// - New render target is added, but doesn't overlap unsaved data from other
// currently or previously used render targets.
auto command_list = command_processor_->GetCurrentCommandList();
if (command_list == nullptr) {
return;
}
auto& regs = *register_file_;
uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
uint32_t surface_pitch = rb_surface_info & 0x3FFF;
MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3);
uint32_t rb_color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
if (xenos::ModeControl(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7) ==
xenos::ModeControl::kDepth) {
rb_color_mask = 0;
}
bool color_enabled[4] = {
(rb_color_mask & 0xF) != 0, (rb_color_mask & 0xF0) != 0,
(rb_color_mask & 0xF00) != 0, (rb_color_mask & 0xF000) != 0};
uint32_t rb_color_info[4] = {
regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
regs[XE_GPU_REG_RB_COLOR2_INFO].u32, regs[XE_GPU_REG_RB_COLOR3_INFO].u32};
uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
bool depth_enabled = (rb_depthcontrol & (0x2 | 0x4)) != 0;
bool full_update = false;
// Check the following full update conditions:
// - Starting a new frame.
// - Drawing after resolving.
// - Surface pitch changed.
// - Sample count changed.
// Draws are skipped if the surface pitch is 0, so a full update can be forced
// in the beginning of the frame or after resolves by setting the current
// pitch to 0.
if (current_surface_pitch_ != surface_pitch ||
current_msaa_samples_ != msaa_samples) {
full_update = true;
}
// Check the following full update conditions:
// - EDRAM base of a currently used RT changed.
// - Format of a currently used RT changed.
// TODO(Triang3l): Check the following full update conditions here:
// - Current viewport contains unsaved data from previously used render
// targets.
uint32_t render_targets_to_attach = 0;
for (uint32_t i = 0; i < 4; ++i) {
if (!color_enabled[i]) {
continue;
}
RenderTargetBinding& binding = current_bindings_[i];
if (binding.is_bound) {
// TODO(Triang3l): If was inactive, check if overlapping unsaved data now.
if ((rb_color_info[i] & 0xFFF) != binding.edram_base ||
ColorRenderTargetFormat((rb_color_info[i] >> 12) & 0xF) !=
binding.color_format) {
full_update = true;
}
} else {
render_targets_to_attach |= 1 << i;
}
}
if (depth_enabled) {
RenderTargetBinding& binding = current_bindings_[4];
if (binding.is_bound) {
// TODO(Triang3l): If was inactive, check if overlapping unsaved data now.
if ((rb_depth_info & 0xFFF) != binding.edram_base ||
DepthRenderTargetFormat((rb_depth_info >> 12) & 0x1) !=
binding.depth_format) {
full_update = true;
}
} else {
render_targets_to_attach |= 1 << 4;
}
}
// TODO(Triang3l): Check the following full update condition here:
// - New render target overlaps unsaved data from other bound render targets.
// If no need to attach any new render targets, update activation state, dirty
// regions and exit early.
if (!full_update && !render_targets_to_attach) {
for (uint32_t i = 0; i < 4; ++i) {
current_bindings_[i].is_active = color_enabled[i];
}
current_bindings_[4].is_active = depth_enabled;
// TODO(Triang3l): Update dirty regions.
return;
}
// From this point, the function MUST NOT FAIL, otherwise bindings will be
// left in an incomplete state.
uint32_t heap_usage[5] = {};
if (full_update) {
// Export the currently bound render targets before we ruin the bindings.
WriteRenderTargetsToEDRAM();
ClearBindings();
current_surface_pitch_ = surface_pitch;
current_msaa_samples_ = msaa_samples;
// If updating fully, need to reattach all the render targets and allocate
// from scratch.
for (uint32_t i = 0; i < 4; ++i) {
if (color_enabled[i]) {
render_targets_to_attach |= 1 << i;
}
}
if (depth_enabled) {
render_targets_to_attach |= 1 << 4;
}
} else {
// If updating partially, only need to attach new render targets.
for (uint32_t i = 0; i < 5; ++i) {
const RenderTargetBinding& binding = current_bindings_[i];
if (!binding.is_bound) {
continue;
}
const RenderTarget* render_target = binding.render_target;
if (render_target != nullptr) {
// There are no holes between 4 MB pages in each heap.
heap_usage[render_target->heap_page_first >> 3] +=
render_target->heap_page_count;
continue;
}
}
}
XELOGGPU("RT Cache: %s update! Pitch %u, samples %u, RTs to attach %u.",
full_update ? "Full" : "Partial", surface_pitch, msaa_samples,
render_targets_to_attach);
// Allocate the new render targets.
// TODO(Triang3l): Actually allocate them.
// TODO(Triang3l): Load the contents from the EDRAM.
// TODO(Triang3l): Bind the render targets to the command list.
// Write the new bindings.
for (uint32_t i = 0; i < 4; ++i) {
if (!(render_targets_to_attach & (1 << i))) {
continue;
}
RenderTargetBinding& binding = current_bindings_[i];
binding.is_bound = true;
binding.is_active = true;
binding.edram_base = rb_color_info[i] & 0xFFF;
binding.color_format =
ColorRenderTargetFormat((rb_color_info[i] >> 12) & 0xF);
}
if (render_targets_to_attach & (1 << 4)) {
RenderTargetBinding& binding = current_bindings_[4];
binding.is_bound = true;
binding.is_active = true;
binding.edram_base = rb_depth_info & 0xFFF;
binding.depth_format = DepthRenderTargetFormat((rb_depth_info >> 12) & 0x1);
}
}
void RenderTargetCache::EndFrame() {
WriteRenderTargetsToEDRAM();
ClearBindings();
}
void RenderTargetCache::ClearBindings() {
current_surface_pitch_ = 0;
current_msaa_samples_ = MsaaSamples::k1X;
std::memset(current_bindings_, 0, sizeof(current_bindings_));
}
void RenderTargetCache::WriteRenderTargetsToEDRAM() {}
} // namespace d3d12
} // namespace gpu
} // namespace xe