[D3D12] Shaders (not all compiling yet)

This commit is contained in:
Triang3l
2018-07-24 14:57:21 +03:00
parent b0421de496
commit 87aecfa1b8
10 changed files with 671 additions and 59 deletions

View File

@@ -0,0 +1,199 @@
/**
******************************************************************************
* 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/pipeline_cache.h"
#include <cinttypes>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/hlsl_shader_translator.h"
namespace xe {
namespace gpu {
namespace d3d12 {
PipelineCache::PipelineCache(RegisterFile* register_file,
ui::d3d12::D3D12Context* context)
: register_file_(register_file), context_(context) {
shader_translator_.reset(new HlslShaderTranslator());
}
PipelineCache::~PipelineCache() { Shutdown(); }
void PipelineCache::Shutdown() {
ClearCache();
}
D3D12Shader* PipelineCache::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
// Hash the input memory and lookup the shader.
uint64_t data_hash = XXH64(host_address, dword_count * sizeof(uint32_t), 0);
auto it = shader_map_.find(data_hash);
if (it != shader_map_.end()) {
// Shader has been previously loaded.
return it->second;
}
// Always create the shader and stash it away.
// We need to track it even if it fails translation so we know not to try
// again.
D3D12Shader* shader = new D3D12Shader(shader_type, data_hash, host_address,
dword_count);
shader_map_.insert({data_hash, shader});
return shader;
}
PipelineCache::UpdateStatus PipelineCache::ConfigurePipeline(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type) {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
return UpdateState(vertex_shader, pixel_shader, primitive_type);
}
void PipelineCache::ClearCache() {
// Destroy all shaders.
for (auto it : shader_map_) {
delete it.second;
}
shader_map_.clear();
}
bool PipelineCache::SetShadowRegister(uint32_t* dest, uint32_t register_name) {
uint32_t value = register_file_->values[register_name].u32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
bool PipelineCache::SetShadowRegister(float* dest, uint32_t register_name) {
float value = register_file_->values[register_name].f32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
bool PipelineCache::TranslateShader(D3D12Shader* shader,
xenos::xe_gpu_program_cntl_t cntl) {
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (!shader_translator_->Translate(shader, cntl)) {
XELOGE("Shader translation failed; marking shader as ignored");
return false;
}
// Prepare the shader for use (creates the Shader Model bytecode).
// It could still fail at this point.
if (!shader->Prepare()) {
XELOGE("Shader preparation failed; marking shader as ignored");
return false;
}
if (shader->is_valid()) {
XELOGGPU("Generated %s shader (%db) - hash %.16" PRIX64 ":\n%s\n",
shader->type() == ShaderType::kVertex ? "vertex" : "pixel",
shader->ucode_dword_count() * 4, shader->ucode_data_hash(),
shader->ucode_disassembly().c_str());
}
// Dump shader files if desired.
if (!FLAGS_dump_shaders.empty()) {
shader->Dump(FLAGS_dump_shaders, "d3d12");
}
return shader->is_valid();
}
PipelineCache::UpdateStatus PipelineCache::UpdateState(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type) {
bool mismatch = false;
// Reset hash so we can build it up.
XXH64_reset(&hash_state_, 0);
#define CHECK_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
XELOGE(error_message); \
return status; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
UpdateStatus status;
status = UpdateShaderStages(vertex_shader, pixel_shader, primitive_type);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update shader stages");
#undef CHECK_UPDATE_STATUS
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type) {
auto& regs = update_shader_stages_regs_;
// These are the constant base addresses/ranges for shaders.
// We have these hardcoded right now cause nothing seems to differ.
assert_true(register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 ==
0x000FF000 ||
register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
assert_true(register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 ==
0x000FF100 ||
register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
bool dirty = false;
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.sq_program_cntl, XE_GPU_REG_SQ_PROGRAM_CNTL);
dirty |= regs.vertex_shader != vertex_shader;
dirty |= regs.pixel_shader != pixel_shader;
dirty |= regs.primitive_type != primitive_type;
regs.vertex_shader = vertex_shader;
regs.pixel_shader = pixel_shader;
regs.primitive_type = primitive_type;
XXH64_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
xenos::xe_gpu_program_cntl_t sq_program_cntl;
sq_program_cntl.dword_0 = regs.sq_program_cntl;
if (!vertex_shader->is_translated() &&
!TranslateShader(vertex_shader, sq_program_cntl)) {
XELOGE("Failed to translate the vertex shader!");
return UpdateStatus::kError;
}
if (pixel_shader && !pixel_shader->is_translated() &&
!TranslateShader(pixel_shader, sq_program_cntl)) {
XELOGE("Failed to translate the pixel shader!");
return UpdateStatus::kError;
}
return UpdateStatus::kMismatch;
}
} // namespace d3d12
} // namespace gpu
} // namespace xe