[GPU] Primitive processor with Vulkan 1.0 base cases, 24-bit indices and clamping

This commit is contained in:
Triang3l
2021-06-04 23:56:25 +03:00
parent 10ff77a24f
commit 538aa91015
52 changed files with 5418 additions and 3638 deletions

View File

@@ -864,146 +864,66 @@ D3D12Shader* PipelineCache::LoadShader(xenos::ShaderType shader_type,
return shader;
}
bool PipelineCache::GetCurrentShaderModification(
DxbcShaderTranslator::Modification
PipelineCache::GetCurrentVertexShaderModification(
const Shader& shader,
DxbcShaderTranslator::Modification& modification_out) const {
Shader::HostVertexShaderType host_vertex_shader_type) const {
assert_true(shader.type() == xenos::ShaderType::kVertex);
assert_true(shader.is_ucode_analyzed());
const auto& regs = register_file_;
auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
if (shader.type() == xenos::ShaderType::kVertex) {
Shader::HostVertexShaderType host_vertex_shader_type =
GetCurrentHostVertexShaderTypeIfValid();
if (host_vertex_shader_type == Shader::HostVertexShaderType(-1)) {
return false;
}
modification_out = DxbcShaderTranslator::Modification(
shader_translator_->GetDefaultVertexShaderModification(
shader.GetDynamicAddressableRegisterCount(
sq_program_cntl.vs_num_reg),
host_vertex_shader_type));
} else {
assert_true(shader.type() == xenos::ShaderType::kPixel);
DxbcShaderTranslator::Modification pixel_shader_modification(
shader_translator_->GetDefaultPixelShaderModification(
shader.GetDynamicAddressableRegisterCount(
sq_program_cntl.ps_num_reg)));
if (render_target_cache_.GetPath() ==
RenderTargetCache::Path::kHostRenderTargets) {
using DepthStencilMode =
DxbcShaderTranslator::Modification::DepthStencilMode;
RenderTargetCache::DepthFloat24Conversion depth_float24_conversion =
render_target_cache_.depth_float24_conversion();
if ((depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating ||
depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputRounding) &&
draw_util::GetDepthControlForCurrentEdramMode(regs).z_enable &&
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
xenos::DepthRenderTargetFormat::kD24FS8) {
pixel_shader_modification.pixel.depth_stencil_mode =
depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::
kOnOutputTruncating
? DepthStencilMode::kFloat24Truncating
: DepthStencilMode::kFloat24Rounding;
} else {
if (shader.implicit_early_z_write_allowed() &&
(!shader.writes_color_target(0) ||
!draw_util::DoesCoverageDependOnAlpha(
regs.Get<reg::RB_COLORCONTROL>()))) {
pixel_shader_modification.pixel.depth_stencil_mode =
DepthStencilMode::kEarlyHint;
} else {
pixel_shader_modification.pixel.depth_stencil_mode =
DepthStencilMode::kNoModifiers;
}
}
}
modification_out = pixel_shader_modification;
}
return true;
return DxbcShaderTranslator::Modification(
shader_translator_->GetDefaultVertexShaderModification(
shader.GetDynamicAddressableRegisterCount(sq_program_cntl.vs_num_reg),
host_vertex_shader_type));
}
Shader::HostVertexShaderType
PipelineCache::GetCurrentHostVertexShaderTypeIfValid() const {
// If the values this functions returns are changed, INVALIDATE THE SHADER
// STORAGE (increase kVersion for BOTH shaders and pipelines)! The exception
// is when the function originally returned "unsupported", but started to
// return a valid value (in this case the shader wouldn't be cached in the
// first place). Otherwise games will not be able to locate shaders for draws
// for which the host vertex shader type has changed!
DxbcShaderTranslator::Modification
PipelineCache::GetCurrentPixelShaderModification(const Shader& shader) const {
assert_true(shader.type() == xenos::ShaderType::kPixel);
assert_true(shader.is_ucode_analyzed());
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 xenos::PrimitiveType::kTriangleList:
// Also supported by triangle strips and fans according to:
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
// Would need to convert those to triangle lists, but haven't seen any
// games using tessellated strips/fans so far.
switch (tessellation_mode) {
case xenos::TessellationMode::kDiscrete:
// - Call of Duty 3 - nets above barrels in the beginning of the
// first mission (turn right after the end of the intro) -
// kTriangleList.
case xenos::TessellationMode::kContinuous:
// - Viva Pinata - tree building with a beehive in the beginning
// (visible on the start screen behind the logo), waterfall in the
// beginning - kTriangleList.
return Shader::HostVertexShaderType::kTriangleDomainCPIndexed;
default:
break;
auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
DxbcShaderTranslator::Modification modification(
shader_translator_->GetDefaultPixelShaderModification(
shader.GetDynamicAddressableRegisterCount(
sq_program_cntl.ps_num_reg)));
if (render_target_cache_.GetPath() ==
RenderTargetCache::Path::kHostRenderTargets) {
using DepthStencilMode =
DxbcShaderTranslator::Modification::DepthStencilMode;
RenderTargetCache::DepthFloat24Conversion depth_float24_conversion =
render_target_cache_.depth_float24_conversion();
if ((depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating ||
depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputRounding) &&
draw_util::GetDepthControlForCurrentEdramMode(regs).z_enable &&
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
xenos::DepthRenderTargetFormat::kD24FS8) {
modification.pixel.depth_stencil_mode =
depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating
? DepthStencilMode::kFloat24Truncating
: DepthStencilMode::kFloat24Rounding;
} else {
if (shader.implicit_early_z_write_allowed() &&
(!shader.writes_color_target(0) ||
!draw_util::DoesCoverageDependOnAlpha(
regs.Get<reg::RB_COLORCONTROL>()))) {
modification.pixel.depth_stencil_mode = DepthStencilMode::kEarlyHint;
} else {
modification.pixel.depth_stencil_mode = DepthStencilMode::kNoModifiers;
}
break;
case xenos::PrimitiveType::kQuadList:
switch (tessellation_mode) {
// Also supported by quad strips according to:
// https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_vertex_shader_tessellator.txt
// Would need to convert those to quad lists, but haven't seen any games
// using tessellated strips so far.
case xenos::TessellationMode::kDiscrete:
// Not seen in games so far.
case xenos::TessellationMode::kContinuous:
// - Defender - retro screen and beams in the main menu - kQuadList.
return Shader::HostVertexShaderType::kQuadDomainCPIndexed;
default:
break;
}
break;
case xenos::PrimitiveType::kTrianglePatch:
// - Banjo-Kazooie: Nuts & Bolts - water - adaptive.
// - Halo 3 - water - adaptive.
return Shader::HostVertexShaderType::kTriangleDomainPatchIndexed;
case xenos::PrimitiveType::kQuadPatch:
// - Fable II - continuous.
// - Viva Pinata - garden ground - adaptive.
return Shader::HostVertexShaderType::kQuadDomainPatchIndexed;
default:
// TODO(Triang3l): Support line patches.
break;
}
}
XELOGE(
"Unsupported tessellation mode {} for primitive type {}. Report the game "
"to Xenia developers!",
uint32_t(tessellation_mode), uint32_t(vgt_draw_initiator.prim_type));
return Shader::HostVertexShaderType(-1);
return modification;
}
bool PipelineCache::ConfigurePipeline(
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
xenos::PrimitiveType primitive_type, xenos::IndexFormat index_format,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_target_formats,
void** pipeline_handle_out, ID3D12RootSignature** root_signature_out) {
@@ -1074,7 +994,7 @@ bool PipelineCache::ConfigurePipeline(
PipelineRuntimeDescription runtime_description;
if (!GetCurrentStateDescription(
vertex_shader, pixel_shader, primitive_type, index_format,
vertex_shader, pixel_shader, primitive_processing_result,
bound_depth_and_color_render_target_bits,
bound_depth_and_color_render_target_formats, runtime_description)) {
return false;
@@ -1340,7 +1260,7 @@ bool PipelineCache::TranslateAnalyzedShader(
bool PipelineCache::GetCurrentStateDescription(
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
xenos::PrimitiveType primitive_type, xenos::IndexFormat index_format,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_target_formats,
PipelineRuntimeDescription& runtime_description_out) {
@@ -1357,12 +1277,11 @@ bool PipelineCache::GetCurrentStateDescription(
// Initialize all unused fields to zero for comparison/hashing.
std::memset(&runtime_description_out, 0, sizeof(runtime_description_out));
bool tessellated =
DxbcShaderTranslator::Modification(vertex_shader->modification())
.vertex.host_vertex_shader_type !=
Shader::HostVertexShaderType::kVertex;
bool primitive_polygonal =
xenos::IsPrimitivePolygonal(tessellated, primitive_type);
assert_true(DxbcShaderTranslator::Modification(vertex_shader->modification())
.vertex.host_vertex_shader_type ==
primitive_processing_result.host_vertex_shader_type);
bool tessellated = primitive_processing_result.IsTessellated();
bool primitive_polygonal = draw_util::IsPrimitivePolygonal(regs);
bool rasterization_enabled =
draw_util::IsRasterizationPotentiallyDone(regs, primitive_polygonal);
// In Direct3D, rasterization (along with pixel counting) is disabled by
@@ -1397,12 +1316,12 @@ bool PipelineCache::GetCurrentStateDescription(
description_out.vertex_shader_modification = vertex_shader->modification();
// Index buffer strip cut value.
if (pa_su_sc_mode_cntl.multi_prim_ib_ena) {
// Not using 0xFFFF with 32-bit indices because in index buffers it will be
// 0xFFFF0000 anyway due to endianness.
description_out.strip_cut_index = index_format == xenos::IndexFormat::kInt32
? PipelineStripCutIndex::kFFFFFFFF
: PipelineStripCutIndex::kFFFF;
if (primitive_processing_result.host_primitive_reset_enabled) {
description_out.strip_cut_index =
primitive_processing_result.host_index_format ==
xenos::IndexFormat::kInt16
? PipelineStripCutIndex::kFFFF
: PipelineStripCutIndex::kFFFFFFFF;
} else {
description_out.strip_cut_index = PipelineStripCutIndex::kNone;
}
@@ -1410,9 +1329,9 @@ bool PipelineCache::GetCurrentStateDescription(
// Host vertex shader type and primitive topology.
if (tessellated) {
description_out.primitive_topology_type_or_tessellation_mode =
uint32_t(regs.Get<reg::VGT_HOS_CNTL>().tess_mode);
uint32_t(primitive_processing_result.tessellation_mode);
} else {
switch (primitive_type) {
switch (primitive_processing_result.host_primitive_type) {
case xenos::PrimitiveType::kPointList:
description_out.primitive_topology_type_or_tessellation_mode =
uint32_t(PipelinePrimitiveTopologyType::kPoint);
@@ -1431,7 +1350,7 @@ bool PipelineCache::GetCurrentStateDescription(
uint32_t(PipelinePrimitiveTopologyType::kTriangle);
break;
}
switch (primitive_type) {
switch (primitive_processing_result.host_primitive_type) {
case xenos::PrimitiveType::kPointList:
description_out.geometry_shader = PipelineGeometryShader::kPointList;
break;