[D3D12] Constant buffer binding

This commit is contained in:
Triang3l
2018-07-30 15:59:43 +03:00
parent 84e7ae16e7
commit e0eede73b9
9 changed files with 857 additions and 350 deletions

View File

@@ -11,10 +11,12 @@
#include <cinttypes>
#include <cmath>
#include <cstring>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/profiling.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/hlsl_shader_translator.h"
@@ -22,10 +24,21 @@ namespace xe {
namespace gpu {
namespace d3d12 {
PipelineCache::PipelineCache(RegisterFile* register_file,
PipelineCache::PipelineCache(D3D12CommandProcessor* command_processor,
RegisterFile* register_file,
ui::d3d12::D3D12Context* context)
: register_file_(register_file), context_(context) {
: command_processor_(command_processor),
register_file_(register_file),
context_(context) {
shader_translator_.reset(new HlslShaderTranslator());
// Set pipeline state description values we never change.
// Zero out tessellation, stream output, blend state and formats for render
// targets 4+, node mask, cached PSO, flags and other things.
std::memset(&update_desc_, 0, sizeof(update_desc_));
update_desc_.BlendState.IndependentBlendEnable = TRUE;
update_desc_.SampleMask = UINT_MAX;
update_desc_.SampleDesc.Count = 1;
}
PipelineCache::~PipelineCache() { Shutdown(); }
@@ -114,12 +127,6 @@ void PipelineCache::ClearCache() {
pipelines_.clear();
COUNT_profile_set("gpu/pipeline_cache/pipelines", 0);
// Destroy all root signatures.
for (auto it : root_signatures_) {
it.second->Release();
}
root_signatures_.clear();
// Destroy all shaders.
for (auto it : shader_map_) {
delete it.second;
@@ -259,6 +266,11 @@ PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
return UpdateStatus::kError;
}
update_desc_.pRootSignature =
command_processor_->GetRootSignature(vertex_shader, pixel_shader);
if (update_desc_.pRootSignature == nullptr) {
return UpdateStatus::kError;
}
update_desc_.VS.pShaderBytecode = vertex_shader->GetDXBC();
update_desc_.VS.BytecodeLength = vertex_shader->GetDXBCSize();
if (pixel_shader != nullptr) {
@@ -268,17 +280,9 @@ PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
update_desc_.PS.pShaderBytecode = nullptr;
update_desc_.PS.BytecodeLength = 0;
}
update_desc_.DS.pShaderBytecode = nullptr;
update_desc_.DS.BytecodeLength = 0;
update_desc_.HS.pShaderBytecode = nullptr;
update_desc_.HS.BytecodeLength = 0;
// TODO(Triang3l): Geometry shaders.
update_desc_.GS.pShaderBytecode = nullptr;
update_desc_.GS.BytecodeLength = 0;
update_desc_.pRootSignature = GetRootSignature(vertex_shader, pixel_shader);
if (update_desc_.pRootSignature == nullptr) {
return UpdateStatus::kError;
}
update_desc_.PrimitiveTopologyType =
primitive_topology_is_line ? D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE
: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
@@ -329,8 +333,6 @@ PipelineCache::UpdateStatus PipelineCache::UpdateBlendState(
return UpdateStatus::kCompatible;
}
update_desc_.BlendState.AlphaToCoverageEnable = FALSE;
update_desc_.BlendState.IndependentBlendEnable = TRUE;
static const D3D12_BLEND kBlendFactorMap[] = {
/* 0 */ D3D12_BLEND_ZERO,
/* 1 */ D3D12_BLEND_ONE,
@@ -384,11 +386,8 @@ PipelineCache::UpdateStatus PipelineCache::UpdateBlendState(
blend_desc.DestBlendAlpha = D3D12_BLEND_ZERO;
blend_desc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
}
blend_desc.LogicOpEnable = FALSE;
blend_desc.LogicOp = D3D12_LOGIC_OP_NOOP;
blend_desc.RenderTargetWriteMask = (color_mask >> (i * 4)) & 0xF;
}
update_desc_.SampleMask = UINT_MAX;
return UpdateStatus::kMismatch;
}
@@ -516,11 +515,6 @@ PipelineCache::UpdateStatus PipelineCache::UpdateRasterizerState(
poly_offset_scale * (1.0f / 16.0f);
update_desc_.RasterizerState.DepthClipEnable =
!depth_clamp_enable ? TRUE : FALSE;
update_desc_.RasterizerState.MultisampleEnable = FALSE;
update_desc_.RasterizerState.AntialiasedLineEnable = FALSE;
update_desc_.RasterizerState.ForcedSampleCount = 0;
update_desc_.RasterizerState.ConservativeRaster =
D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
return UpdateStatus::kMismatch;
}
@@ -629,21 +623,7 @@ PipelineCache::Pipeline* PipelineCache::GetPipeline(uint64_t hash_key) {
return it->second;
}
// Set the unused fields of the pipeline description.
update_desc_.StreamOutput.pSODeclaration = nullptr;
update_desc_.StreamOutput.NumEntries = 0;
update_desc_.StreamOutput.pBufferStrides = nullptr;
update_desc_.StreamOutput.NumStrides = 0;
update_desc_.StreamOutput.RasterizedStream = 0;
update_desc_.InputLayout.pInputElementDescs = nullptr;
update_desc_.InputLayout.NumElements = 0;
update_desc_.SampleDesc.Count = 1;
update_desc_.SampleDesc.Quality = 0;
update_desc_.NodeMask = 0;
// TODO(Triang3l): Cache create pipelines.
update_desc_.CachedPSO.pCachedBlob = nullptr;
update_desc_.CachedPSO.CachedBlobSizeInBytes = 0;
update_desc_.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
// TODO(Triang3l): Cache create pipelines using CachedPSO.
auto device = context_->GetD3D12Provider()->GetDevice();
ID3D12PipelineState* state;
@@ -662,217 +642,6 @@ PipelineCache::Pipeline* PipelineCache::GetPipeline(uint64_t hash_key) {
return pipeline;
}
ID3D12RootSignature* PipelineCache::GetRootSignature(
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader) {
uint32_t pixel_textures =
pixel_shader != nullptr ? pixel_shader->GetTextureSRVCount() : 0;
uint32_t pixel_samplers =
pixel_shader != nullptr ? pixel_shader->GetSamplerCount() : 0;
uint32_t vertex_textures = vertex_shader->GetTextureSRVCount();
uint32_t vertex_samplers = vertex_shader->GetSamplerCount();
// Max 96 textures (if all kinds of tfetch instructions are used for all fetch
// registers) and 32 samplers (one sampler per used fetch), but different
// shader stages have different texture sets.
uint32_t index = pixel_textures | (pixel_samplers << 7) |
(vertex_textures << 12) | (vertex_samplers << 19);
// Try an existing root signature.
auto it = root_signatures_.find(index);
if (it != root_signatures_.end()) {
return it->second;
}
// Create a new one.
D3D12_ROOT_SIGNATURE_DESC desc;
D3D12_ROOT_PARAMETER parameters[RootParameter::kCountWithTwoStageTextures];
D3D12_DESCRIPTOR_RANGE ranges[RootParameter::kCountWithTwoStageTextures];
desc.NumParameters = UINT(RootParameter::kCountNoTextures);
desc.pParameters = parameters;
desc.NumStaticSamplers = 0;
desc.pStaticSamplers = nullptr;
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
// Vertex constants - float and fetch.
{
auto& parameter = parameters[size_t(RootParameter::kVertexConstants)];
auto& range = ranges[size_t(RootParameter::kVertexConstants)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 9;
range.BaseShaderRegister = 2;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Pixel constants - float.
{
auto& parameter = parameters[size_t(RootParameter::kPixelConstants)];
auto& range = ranges[size_t(RootParameter::kPixelConstants)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 8;
range.BaseShaderRegister = 2;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Common constants - system and loop/bool.
{
auto& parameter = parameters[size_t(RootParameter::kCommonConstants)];
auto& range = ranges[size_t(RootParameter::kCommonConstants)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 2;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Virtual shared memory.
{
auto& parameter = parameters[size_t(RootParameter::kVirtualMemory)];
auto& range = ranges[size_t(RootParameter::kVirtualMemory)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = 1;
range.BaseShaderRegister = 0;
range.RegisterSpace = 1;
range.OffsetInDescriptorsFromTableStart = 0;
}
if (pixel_textures > 0 || vertex_textures > 0) {
desc.NumParameters = UINT(RootParameter::kCountWithOneStageTextures);
// Pixel or vertex textures.
{
auto& parameter =
parameters[size_t(RootParameter::kPixelOrVertexTextures)];
auto& range = ranges[size_t(RootParameter::kPixelOrVertexTextures)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
if (pixel_textures > 0) {
assert_true(pixel_samplers > 0);
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.NumDescriptors = pixel_textures;
} else {
assert_true(vertex_samplers > 0);
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.NumDescriptors = vertex_textures;
}
}
// Pixel or vertex samplers.
{
auto& parameter =
parameters[size_t(RootParameter::kPixelOrVertexSamplers)];
auto& range = ranges[size_t(RootParameter::kPixelOrVertexSamplers)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
if (pixel_samplers > 0) {
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.NumDescriptors = pixel_samplers;
} else {
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.NumDescriptors = vertex_samplers;
}
}
if (pixel_textures > 0 && vertex_textures > 0) {
assert_true(vertex_samplers > 0);
desc.NumParameters = UINT(RootParameter::kCountWithTwoStageTextures);
// Vertex textures.
{
auto& parameter = parameters[size_t(RootParameter::kVertexTextures)];
auto& range = ranges[size_t(RootParameter::kVertexTextures)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = vertex_textures;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Vertex samplers.
{
auto& parameter = parameters[size_t(RootParameter::kVertexSamplers)];
auto& range = ranges[size_t(RootParameter::kVertexSamplers)];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
range.NumDescriptors = vertex_samplers;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
}
}
ID3DBlob* blob;
ID3DBlob* error_blob = nullptr;
if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1,
&blob, &error_blob))) {
XELOGE(
"Failed to serialize a root signature with %u pixel textures, %u "
"pixel samplers, %u vertex textures and %u vertex samplers",
pixel_textures, pixel_samplers, vertex_textures, vertex_samplers);
if (error_blob != nullptr) {
XELOGE("%s",
reinterpret_cast<const char*>(error_blob->GetBufferPointer()));
error_blob->Release();
}
return nullptr;
}
if (error_blob != nullptr) {
error_blob->Release();
}
auto device = context_->GetD3D12Provider()->GetDevice();
ID3D12RootSignature* root_signature;
if (FAILED(device->CreateRootSignature(0, blob->GetBufferPointer(),
blob->GetBufferSize(),
IID_PPV_ARGS(&root_signature)))) {
XELOGE(
"Failed to create a root signature with %u pixel textures, %u pixel "
"samplers, %u vertex textures and %u vertex samplers",
pixel_textures, pixel_samplers, vertex_textures, vertex_samplers);
blob->Release();
return nullptr;
}
blob->Release();
root_signatures_.insert({index, root_signature});
return root_signature;
}
} // namespace d3d12
} // namespace gpu
} // namespace xe