[GPU] Dynamic r# count via shader modifications + refactoring

This commit is contained in:
Triang3l
2020-12-19 16:14:54 +03:00
parent b106aa88e6
commit e6fa0ad139
30 changed files with 1684 additions and 1716 deletions

View File

@@ -99,14 +99,11 @@ void D3D12CommandProcessor::RestoreEdramSnapshot(const void* snapshot) {
}
uint32_t D3D12CommandProcessor::GetCurrentColorMask(
const Shader* pixel_shader) const {
if (pixel_shader == nullptr) {
return 0;
}
uint32_t shader_writes_color_targets) const {
auto& regs = *register_file_;
uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32 & 0xFFFF;
for (uint32_t i = 0; i < 4; ++i) {
if (!pixel_shader->writes_color_target(i)) {
if (!(shader_writes_color_targets & (1 << i))) {
color_mask &= ~(0xF << (i * 4));
}
}
@@ -167,14 +164,18 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
tessellated ? D3D12_SHADER_VISIBILITY_DOMAIN
: D3D12_SHADER_VISIBILITY_VERTEX;
uint32_t texture_count_vertex, sampler_count_vertex;
vertex_shader->GetTextureBindings(texture_count_vertex);
vertex_shader->GetSamplerBindings(sampler_count_vertex);
uint32_t texture_count_pixel = 0, sampler_count_pixel = 0;
if (pixel_shader != nullptr) {
pixel_shader->GetTextureBindings(texture_count_pixel);
pixel_shader->GetSamplerBindings(sampler_count_pixel);
}
uint32_t texture_count_vertex =
uint32_t(vertex_shader->GetTextureBindingsAfterTranslation().size());
uint32_t sampler_count_vertex =
uint32_t(vertex_shader->GetSamplerBindingsAfterTranslation().size());
uint32_t texture_count_pixel =
pixel_shader
? uint32_t(pixel_shader->GetTextureBindingsAfterTranslation().size())
: 0;
uint32_t sampler_count_pixel =
pixel_shader
? uint32_t(pixel_shader->GetSamplerBindingsAfterTranslation().size())
: 0;
// Better put the pixel texture/sampler in the lower bits probably because it
// changes often.
@@ -383,33 +384,26 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
uint32_t D3D12CommandProcessor::GetRootBindfulExtraParameterIndices(
const DxbcShader* vertex_shader, const DxbcShader* pixel_shader,
RootBindfulExtraParameterIndices& indices_out) {
uint32_t texture_count_pixel = 0, sampler_count_pixel = 0;
if (pixel_shader != nullptr) {
pixel_shader->GetTextureBindings(texture_count_pixel);
pixel_shader->GetSamplerBindings(sampler_count_pixel);
}
uint32_t texture_count_vertex, sampler_count_vertex;
vertex_shader->GetTextureBindings(texture_count_vertex);
vertex_shader->GetSamplerBindings(sampler_count_vertex);
uint32_t index = kRootParameter_Bindful_Count_Base;
if (texture_count_pixel != 0) {
if (pixel_shader &&
!pixel_shader->GetTextureBindingsAfterTranslation().empty()) {
indices_out.textures_pixel = index++;
} else {
indices_out.textures_pixel = RootBindfulExtraParameterIndices::kUnavailable;
}
if (sampler_count_pixel != 0) {
if (pixel_shader &&
!pixel_shader->GetSamplerBindingsAfterTranslation().empty()) {
indices_out.samplers_pixel = index++;
} else {
indices_out.samplers_pixel = RootBindfulExtraParameterIndices::kUnavailable;
}
if (texture_count_vertex != 0) {
if (!vertex_shader->GetTextureBindingsAfterTranslation().empty()) {
indices_out.textures_vertex = index++;
} else {
indices_out.textures_vertex =
RootBindfulExtraParameterIndices::kUnavailable;
}
if (sampler_count_vertex != 0) {
if (!vertex_shader->GetSamplerBindingsAfterTranslation().empty()) {
indices_out.samplers_vertex = index++;
} else {
indices_out.samplers_vertex =
@@ -1839,10 +1833,14 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
// Need a pixel shader in normal color mode.
return false;
}
// Gather shader ucode information to get the color mask, which is needed by
// the render target cache, and memexport configuration, and also get the
// current shader modification bits.
DxbcShaderTranslator::Modification vertex_shader_modification;
DxbcShaderTranslator::Modification pixel_shader_modification;
if (!pipeline_cache_->GetCurrentShaderModifications(
vertex_shader_modification, pixel_shader_modification)) {
if (!pipeline_cache_->AnalyzeShaderUcodeAndGetCurrentModifications(
vertex_shader, pixel_shader, vertex_shader_modification,
pixel_shader_modification)) {
return false;
}
D3D12Shader::D3D12Translation* vertex_shader_translation =
@@ -1854,13 +1852,6 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
pixel_shader->GetOrCreateTranslation(
pixel_shader_modification.value))
: nullptr;
// Translate the shaders now to get memexport configuration and color mask,
// which is needed by the render target cache, and also to get used textures
// and samplers.
if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader_translation,
pixel_shader_translation)) {
return false;
}
bool tessellated = vertex_shader_modification.host_vertex_shader_type !=
Shader::HostVertexShaderType::kVertex;
@@ -1889,7 +1880,10 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
BeginSubmission(true);
// Set up the render targets - this may bind pipelines.
if (!render_target_cache_->UpdateRenderTargets(pixel_shader)) {
uint32_t pixel_shader_writes_color_targets =
pixel_shader ? pixel_shader->writes_color_targets() : 0;
if (!render_target_cache_->UpdateRenderTargets(
pixel_shader_writes_color_targets)) {
return false;
}
const RenderTargetCache::PipelineRenderTarget* pipeline_render_targets =
@@ -1958,13 +1952,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
line_loop_closing_index = 0;
}
// Update the textures - this may bind pipelines.
uint32_t used_texture_mask =
vertex_shader->GetUsedTextureMask() |
(pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0);
texture_cache_->RequestTextures(used_texture_mask);
// Create the pipeline if needed and bind it.
// Translate the shaders and create the pipeline if needed.
void* pipeline_handle;
ID3D12RootSignature* root_signature;
if (!pipeline_cache_->ConfigurePipeline(
@@ -1974,6 +1962,17 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
pipeline_render_targets, &pipeline_handle, &root_signature)) {
return false;
}
// Update the textures - this may bind pipelines.
uint32_t used_texture_mask =
vertex_shader->GetUsedTextureMaskAfterTranslation() |
(pixel_shader != nullptr
? pixel_shader->GetUsedTextureMaskAfterTranslation()
: 0);
texture_cache_->RequestTextures(used_texture_mask);
// Bind the pipeline after configuring it and doing everything that may bind
// other pipelines.
if (current_cached_pipeline_ != pipeline_handle) {
deferred_command_list_.SetPipelineStateHandle(
reinterpret_cast<void*>(pipeline_handle));
@@ -2026,7 +2025,9 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
memexport_used, primitive_polygonal, line_loop_closing_index,
indexed ? index_buffer_info->endianness : xenos::Endian::kNone,
viewport_info, pixel_size_x, pixel_size_y, used_texture_mask,
GetCurrentColorMask(pixel_shader), pipeline_render_targets);
pixel_shader ? GetCurrentColorMask(pixel_shader->writes_color_targets())
: 0,
pipeline_render_targets);
// Update constant buffers, descriptors and root parameters.
if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) {
@@ -2089,9 +2090,8 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
MemExportRange memexport_ranges[512];
uint32_t memexport_range_count = 0;
if (memexport_used_vertex) {
const std::vector<uint32_t>& memexport_stream_constants_vertex =
vertex_shader->memexport_stream_constants();
for (uint32_t constant_index : memexport_stream_constants_vertex) {
for (uint32_t constant_index :
vertex_shader->memexport_stream_constants()) {
const auto& memexport_stream = regs.Get<xenos::xe_gpu_memexport_stream_t>(
XE_GPU_REG_SHADER_CONSTANT_000_X + constant_index * 4);
if (memexport_stream.index_count == 0) {
@@ -2132,9 +2132,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
}
}
if (memexport_used_pixel) {
const std::vector<uint32_t>& memexport_stream_constants_pixel =
pixel_shader->memexport_stream_constants();
for (uint32_t constant_index : memexport_stream_constants_pixel) {
for (uint32_t constant_index : pixel_shader->memexport_stream_constants()) {
const auto& memexport_stream = regs.Get<xenos::xe_gpu_memexport_stream_t>(
XE_GPU_REG_SHADER_CONSTANT_256_X + constant_index * 4);
if (memexport_stream.index_count == 0) {
@@ -3588,20 +3586,21 @@ bool D3D12CommandProcessor::UpdateBindings(
vertex_shader->GetTextureBindingLayoutUserUID();
size_t sampler_layout_uid_vertex =
vertex_shader->GetSamplerBindingLayoutUserUID();
uint32_t texture_count_vertex, sampler_count_vertex;
const D3D12Shader::TextureBinding* textures_vertex =
vertex_shader->GetTextureBindings(texture_count_vertex);
const D3D12Shader::SamplerBinding* samplers_vertex =
vertex_shader->GetSamplerBindings(sampler_count_vertex);
const std::vector<D3D12Shader::TextureBinding>& textures_vertex =
vertex_shader->GetTextureBindingsAfterTranslation();
const std::vector<D3D12Shader::SamplerBinding>& samplers_vertex =
vertex_shader->GetSamplerBindingsAfterTranslation();
size_t texture_count_vertex = textures_vertex.size();
size_t sampler_count_vertex = samplers_vertex.size();
if (sampler_count_vertex) {
if (current_sampler_layout_uid_vertex_ != sampler_layout_uid_vertex) {
current_sampler_layout_uid_vertex_ = sampler_layout_uid_vertex;
cbuffer_binding_descriptor_indices_vertex_.up_to_date = false;
bindful_samplers_written_vertex_ = false;
}
current_samplers_vertex_.resize(std::max(current_samplers_vertex_.size(),
size_t(sampler_count_vertex)));
for (uint32_t i = 0; i < sampler_count_vertex; ++i) {
current_samplers_vertex_.resize(
std::max(current_samplers_vertex_.size(), sampler_count_vertex));
for (size_t i = 0; i < sampler_count_vertex; ++i) {
TextureCache::SamplerParameters parameters =
texture_cache_->GetSamplerParameters(samplers_vertex[i]);
if (current_samplers_vertex_[i] != parameters) {
@@ -3615,14 +3614,16 @@ bool D3D12CommandProcessor::UpdateBindings(
// Get textures and samplers used by the pixel shader, check if the last used
// samplers are compatible and update them.
size_t texture_layout_uid_pixel, sampler_layout_uid_pixel;
uint32_t texture_count_pixel, sampler_count_pixel;
const D3D12Shader::TextureBinding* textures_pixel;
const D3D12Shader::SamplerBinding* samplers_pixel;
const std::vector<D3D12Shader::TextureBinding>* textures_pixel;
const std::vector<D3D12Shader::SamplerBinding>* samplers_pixel;
size_t texture_count_pixel, sampler_count_pixel;
if (pixel_shader != nullptr) {
texture_layout_uid_pixel = pixel_shader->GetTextureBindingLayoutUserUID();
sampler_layout_uid_pixel = pixel_shader->GetSamplerBindingLayoutUserUID();
textures_pixel = pixel_shader->GetTextureBindings(texture_count_pixel);
samplers_pixel = pixel_shader->GetSamplerBindings(sampler_count_pixel);
textures_pixel = &pixel_shader->GetTextureBindingsAfterTranslation();
texture_count_pixel = textures_pixel->size();
samplers_pixel = &pixel_shader->GetSamplerBindingsAfterTranslation();
sampler_count_pixel = samplers_pixel->size();
if (sampler_count_pixel) {
if (current_sampler_layout_uid_pixel_ != sampler_layout_uid_pixel) {
current_sampler_layout_uid_pixel_ = sampler_layout_uid_pixel;
@@ -3633,7 +3634,7 @@ bool D3D12CommandProcessor::UpdateBindings(
size_t(sampler_count_pixel)));
for (uint32_t i = 0; i < sampler_count_pixel; ++i) {
TextureCache::SamplerParameters parameters =
texture_cache_->GetSamplerParameters(samplers_pixel[i]);
texture_cache_->GetSamplerParameters((*samplers_pixel)[i]);
if (current_samplers_pixel_[i] != parameters) {
current_samplers_pixel_[i] = parameters;
cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
@@ -3663,7 +3664,7 @@ bool D3D12CommandProcessor::UpdateBindings(
cbuffer_binding_descriptor_indices_vertex_.up_to_date &&
(current_texture_layout_uid_vertex_ != texture_layout_uid_vertex ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex))) {
cbuffer_binding_descriptor_indices_vertex_.up_to_date = false;
}
@@ -3671,7 +3672,7 @@ bool D3D12CommandProcessor::UpdateBindings(
cbuffer_binding_descriptor_indices_pixel_.up_to_date &&
(current_texture_layout_uid_pixel_ != texture_layout_uid_pixel ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel))) {
cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
}
@@ -3804,15 +3805,14 @@ bool D3D12CommandProcessor::UpdateBindings(
uint32_t* descriptor_indices =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
frame_current_,
std::max(texture_count_vertex + sampler_count_vertex,
uint32_t(1)) *
std::max(texture_count_vertex + sampler_count_vertex, size_t(1)) *
sizeof(uint32_t),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_descriptor_indices_vertex_.address));
if (!descriptor_indices) {
return false;
}
for (uint32_t i = 0; i < texture_count_vertex; ++i) {
for (size_t i = 0; i < texture_count_vertex; ++i) {
const D3D12Shader::TextureBinding& texture = textures_vertex[i];
descriptor_indices[texture.bindless_descriptor_index] =
texture_cache_->GetActiveTextureBindlessSRVIndex(texture) -
@@ -3824,11 +3824,11 @@ bool D3D12CommandProcessor::UpdateBindings(
std::max(current_texture_srv_keys_vertex_.size(),
size_t(texture_count_vertex)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex);
}
// Current samplers have already been updated.
for (uint32_t i = 0; i < sampler_count_vertex; ++i) {
for (size_t i = 0; i < sampler_count_vertex; ++i) {
descriptor_indices[samplers_vertex[i].bindless_descriptor_index] =
current_sampler_bindless_indices_vertex_[i];
}
@@ -3841,15 +3841,15 @@ bool D3D12CommandProcessor::UpdateBindings(
uint32_t* descriptor_indices =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
frame_current_,
std::max(texture_count_pixel + sampler_count_pixel, uint32_t(1)) *
std::max(texture_count_pixel + sampler_count_pixel, size_t(1)) *
sizeof(uint32_t),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_descriptor_indices_pixel_.address));
if (!descriptor_indices) {
return false;
}
for (uint32_t i = 0; i < texture_count_pixel; ++i) {
const D3D12Shader::TextureBinding& texture = textures_pixel[i];
for (size_t i = 0; i < texture_count_pixel; ++i) {
const D3D12Shader::TextureBinding& texture = (*textures_pixel)[i];
descriptor_indices[texture.bindless_descriptor_index] =
texture_cache_->GetActiveTextureBindlessSRVIndex(texture) -
uint32_t(SystemBindlessView::kUnboundedSRVsStart);
@@ -3860,12 +3860,12 @@ bool D3D12CommandProcessor::UpdateBindings(
std::max(current_texture_srv_keys_pixel_.size(),
size_t(texture_count_pixel)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel);
}
// Current samplers have already been updated.
for (uint32_t i = 0; i < sampler_count_pixel; ++i) {
descriptor_indices[samplers_pixel[i].bindless_descriptor_index] =
for (size_t i = 0; i < sampler_count_pixel; ++i) {
descriptor_indices[(*samplers_pixel)[i].bindless_descriptor_index] =
current_sampler_bindless_indices_pixel_[i];
}
cbuffer_binding_descriptor_indices_pixel_.up_to_date = true;
@@ -3884,14 +3884,14 @@ bool D3D12CommandProcessor::UpdateBindings(
(!bindful_textures_written_vertex_ ||
current_texture_layout_uid_vertex_ != texture_layout_uid_vertex ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex));
bool write_textures_pixel =
texture_count_pixel &&
(!bindful_textures_written_pixel_ ||
current_texture_layout_uid_pixel_ != texture_layout_uid_pixel ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel));
bool write_samplers_vertex =
sampler_count_vertex && !bindful_samplers_written_vertex_;
@@ -3899,7 +3899,7 @@ bool D3D12CommandProcessor::UpdateBindings(
sampler_count_pixel && !bindful_samplers_written_pixel_;
// Allocate the descriptors.
uint32_t view_count_partial_update = 0;
size_t view_count_partial_update = 0;
if (write_textures_vertex) {
view_count_partial_update += texture_count_vertex;
}
@@ -3907,7 +3907,7 @@ bool D3D12CommandProcessor::UpdateBindings(
view_count_partial_update += texture_count_pixel;
}
// All the constants + shared memory SRV and UAV + textures.
uint32_t view_count_full_update =
size_t view_count_full_update =
2 + texture_count_vertex + texture_count_pixel;
if (edram_rov_used_) {
// + EDRAM UAV.
@@ -3917,14 +3917,14 @@ bool D3D12CommandProcessor::UpdateBindings(
D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle;
uint32_t descriptor_size_view = provider.GetViewDescriptorSize();
uint64_t view_heap_index = RequestViewBindfulDescriptors(
draw_view_bindful_heap_index_, view_count_partial_update,
view_count_full_update, view_cpu_handle, view_gpu_handle);
draw_view_bindful_heap_index_, uint32_t(view_count_partial_update),
uint32_t(view_count_full_update), view_cpu_handle, view_gpu_handle);
if (view_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
XELOGE("Failed to allocate view descriptors");
return false;
}
uint32_t sampler_count_partial_update = 0;
size_t sampler_count_partial_update = 0;
if (write_samplers_vertex) {
sampler_count_partial_update += sampler_count_vertex;
}
@@ -3938,9 +3938,10 @@ bool D3D12CommandProcessor::UpdateBindings(
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
if (sampler_count_vertex != 0 || sampler_count_pixel != 0) {
sampler_heap_index = RequestSamplerBindfulDescriptors(
draw_sampler_bindful_heap_index_, sampler_count_partial_update,
sampler_count_vertex + sampler_count_pixel, sampler_cpu_handle,
sampler_gpu_handle);
draw_sampler_bindful_heap_index_,
uint32_t(sampler_count_partial_update),
uint32_t(sampler_count_vertex + sampler_count_pixel),
sampler_cpu_handle, sampler_gpu_handle);
if (sampler_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
XELOGE("Failed to allocate sampler descriptors");
@@ -3985,7 +3986,7 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.textures_vertex !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_textures_vertex_ = view_gpu_handle;
for (uint32_t i = 0; i < texture_count_vertex; ++i) {
for (size_t i = 0; i < texture_count_vertex; ++i) {
texture_cache_->WriteActiveTextureBindfulSRV(textures_vertex[i],
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
@@ -3996,7 +3997,7 @@ bool D3D12CommandProcessor::UpdateBindings(
std::max(current_texture_srv_keys_vertex_.size(),
size_t(texture_count_vertex)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex);
bindful_textures_written_vertex_ = true;
current_graphics_root_up_to_date_ &=
@@ -4006,8 +4007,8 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.textures_pixel !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_textures_pixel_ = view_gpu_handle;
for (uint32_t i = 0; i < texture_count_pixel; ++i) {
texture_cache_->WriteActiveTextureBindfulSRV(textures_pixel[i],
for (size_t i = 0; i < texture_count_pixel; ++i) {
texture_cache_->WriteActiveTextureBindfulSRV((*textures_pixel)[i],
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
view_gpu_handle.ptr += descriptor_size_view;
@@ -4016,7 +4017,7 @@ bool D3D12CommandProcessor::UpdateBindings(
current_texture_srv_keys_pixel_.resize(std::max(
current_texture_srv_keys_pixel_.size(), size_t(texture_count_pixel)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel);
bindful_textures_written_pixel_ = true;
current_graphics_root_up_to_date_ &=
@@ -4026,7 +4027,7 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.samplers_vertex !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_samplers_vertex_ = sampler_gpu_handle;
for (uint32_t i = 0; i < sampler_count_vertex; ++i) {
for (size_t i = 0; i < sampler_count_vertex; ++i) {
texture_cache_->WriteSampler(current_samplers_vertex_[i],
sampler_cpu_handle);
sampler_cpu_handle.ptr += descriptor_size_sampler;
@@ -4041,7 +4042,7 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.samplers_pixel !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_samplers_pixel_ = sampler_gpu_handle;
for (uint32_t i = 0; i < sampler_count_pixel; ++i) {
for (size_t i = 0; i < sampler_count_pixel; ++i) {
texture_cache_->WriteSampler(current_samplers_pixel_[i],
sampler_cpu_handle);
sampler_cpu_handle.ptr += descriptor_size_sampler;

View File

@@ -89,7 +89,7 @@ class D3D12CommandProcessor : public CommandProcessor {
// there are 4 render targets bound with the same EDRAM base (clearly not
// correct usage), but the shader only clears 1, and then EDRAM buffer stores
// conflict with each other.
uint32_t GetCurrentColorMask(const Shader* pixel_shader) const;
uint32_t GetCurrentColorMask(uint32_t shader_writes_color_targets) const;
void PushTransitionBarrier(
ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,

View File

@@ -99,7 +99,7 @@ void D3D12Shader::D3D12Translation::DisassembleDxbcAndDxil(
}
Shader::Translation* D3D12Shader::CreateTranslationInstance(
uint32_t modification) {
uint64_t modification) {
return new D3D12Translation(*this, modification);
}

View File

@@ -23,7 +23,7 @@ class D3D12Shader : public DxbcShader {
public:
class D3D12Translation : public DxbcTranslation {
public:
D3D12Translation(D3D12Shader& shader, uint32_t modification)
D3D12Translation(D3D12Shader& shader, uint64_t modification)
: DxbcTranslation(shader, modification) {}
void DisassembleDxbcAndDxil(const ui::d3d12::D3D12Provider& provider,
@@ -60,7 +60,7 @@ class D3D12Shader : public DxbcShader {
}
protected:
Translation* CreateTranslationInstance(uint32_t modification) override;
Translation* CreateTranslationInstance(uint64_t modification) override;
private:
std::atomic_flag binding_layout_user_uids_set_up_ = ATOMIC_FLAG_INIT;

View File

@@ -18,6 +18,7 @@
#include <mutex>
#include <set>
#include <utility>
#include <vector>
#include "third_party/fmt/include/fmt/format.h"
#include "xenia/base/assert.h"
@@ -29,6 +30,7 @@
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
#include "xenia/base/string.h"
#include "xenia/base/string_buffer.h"
#include "xenia/base/xxhash.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include "xenia/gpu/gpu_flags.h"
@@ -265,7 +267,7 @@ void PipelineCache::InitializeShaderStorage(
// collect used shader modifications to translate.
std::vector<PipelineStoredDescription> pipeline_stored_descriptions;
// <Shader hash, modification bits>.
std::set<std::pair<uint64_t, uint32_t>> shader_translations_needed;
std::set<std::pair<uint64_t, uint64_t>> shader_translations_needed;
auto pipeline_storage_file_path =
shader_storage_shareable_root /
fmt::format("{:08X}.{}.d3d12.xpso", title_id,
@@ -292,7 +294,6 @@ void PipelineCache::InitializeShaderStorage(
uint32_t magic;
uint32_t magic_api;
uint32_t version_swapped;
uint32_t device_features;
} pipeline_storage_file_header;
if (fread(&pipeline_storage_file_header, sizeof(pipeline_storage_file_header),
1, pipeline_storage_file_) &&
@@ -331,6 +332,9 @@ void PipelineCache::InitializeShaderStorage(
pipeline_stored_descriptions.resize(i);
break;
}
// TODO(Triang3l): On Vulkan, skip pipelines requiring unsupported
// device features (to keep the cache files mostly shareable across
// devices).
// Mark the shader modifications as needed for translation.
shader_translations_needed.emplace(
pipeline_stored_description.description.vertex_shader_hash,
@@ -391,14 +395,14 @@ void PipelineCache::InitializeShaderStorage(
// Threads overlapping file reading.
std::mutex shaders_translation_thread_mutex;
std::condition_variable shaders_translation_thread_cond;
std::deque<std::pair<ShaderStoredHeader, D3D12Shader::D3D12Translation*>>
shaders_to_translate;
std::deque<D3D12Shader*> shaders_to_translate;
size_t shader_translation_threads_busy = 0;
bool shader_translation_threads_shutdown = false;
std::mutex shaders_failed_to_translate_mutex;
std::vector<D3D12Shader::D3D12Translation*> shaders_failed_to_translate;
auto shader_translation_thread_function = [&]() {
auto& provider = command_processor_.GetD3D12Context().GetD3D12Provider();
StringBuffer ucode_disasm_buffer;
DxbcShaderTranslator translator(
provider.GetAdapterVendorID(), bindless_resources_used_,
edram_rov_used_, provider.GetGraphicsAnalysis() != nullptr);
@@ -416,8 +420,7 @@ void PipelineCache::InitializeShaderStorage(
IID_PPV_ARGS(&dxc_compiler));
}
for (;;) {
std::pair<ShaderStoredHeader, D3D12Shader::D3D12Translation*>
shader_to_translate;
D3D12Shader* shader_to_translate;
for (;;) {
std::unique_lock<std::mutex> lock(shaders_translation_thread_mutex);
if (shaders_to_translate.empty()) {
@@ -432,12 +435,29 @@ void PipelineCache::InitializeShaderStorage(
++shader_translation_threads_busy;
break;
}
assert_not_null(shader_to_translate.second);
if (!TranslateShader(translator, *shader_to_translate.second,
shader_to_translate.first.sq_program_cntl,
dxbc_converter, dxc_utils, dxc_compiler)) {
std::lock_guard<std::mutex> lock(shaders_failed_to_translate_mutex);
shaders_failed_to_translate.push_back(shader_to_translate.second);
shader_to_translate->AnalyzeUcode(ucode_disasm_buffer);
// Translate each needed modification on this thread after performing
// modification-independent analysis of the whole shader.
uint64_t ucode_data_hash = shader_to_translate->ucode_data_hash();
for (auto modification_it = shader_translations_needed.lower_bound(
std::make_pair(ucode_data_hash, uint64_t(0)));
modification_it != shader_translations_needed.end() &&
modification_it->first == ucode_data_hash;
++modification_it) {
D3D12Shader::D3D12Translation* translation =
static_cast<D3D12Shader::D3D12Translation*>(
shader_to_translate->GetOrCreateTranslation(
modification_it->second));
// Only try (and delete in case of failure) if it's a new translation.
// If it's a shader previously encountered in the game, translation of
// which has failed, and the shader storage is loaded later, keep it
// this way not to try to translate it again.
if (!translation->is_translated() &&
!TranslateAnalyzedShader(translator, *translation, dxbc_converter,
dxc_utils, dxc_compiler)) {
std::lock_guard<std::mutex> lock(shaders_failed_to_translate_mutex);
shaders_failed_to_translate.push_back(translation);
}
}
{
std::lock_guard<std::mutex> lock(shaders_translation_thread_mutex);
@@ -477,59 +497,41 @@ void PipelineCache::InitializeShaderStorage(
break;
}
shader_storage_valid_bytes += sizeof(shader_header) + ucode_byte_count;
// Only add the shader if needed.
auto modification_it = shader_translations_needed.lower_bound(
std::make_pair(ucode_data_hash, uint32_t(0)));
if (modification_it == shader_translations_needed.end() ||
modification_it->first != ucode_data_hash) {
continue;
}
D3D12Shader* shader =
LoadShader(shader_header.type, ucode_dwords.data(),
shader_header.ucode_dword_count, ucode_data_hash);
if (shader->ucode_storage_index() == shader_storage_index_) {
// Appeared twice in this file for some reason - skip, otherwise race
// condition will be caused by translating twice in parallel.
continue;
}
// Loaded from the current storage - don't write again.
shader->set_ucode_storage_index(shader_storage_index_);
// Translate all the needed modifications.
for (; modification_it != shader_translations_needed.end() &&
modification_it->first == ucode_data_hash;
++modification_it) {
bool translation_is_new;
D3D12Shader::D3D12Translation* translation =
static_cast<D3D12Shader::D3D12Translation*>(
shader->GetOrCreateTranslation(modification_it->second,
&translation_is_new));
if (!translation_is_new) {
// Already added - usually shaders aren't added without the intention
// of translating them imminently, so don't do additional checks to
// actually ensure that translation happens right now (they would
// cause a race condition with shaders currently queued for
// translation).
continue;
}
// Create new threads if the currently existing threads can't keep up
// with file reading, but not more than the number of logical processors
// minus one.
size_t shader_translation_threads_needed;
{
std::lock_guard<std::mutex> lock(shaders_translation_thread_mutex);
shader_translation_threads_needed =
std::min(shader_translation_threads_busy +
shaders_to_translate.size() + size_t(1),
logical_processor_count - size_t(1));
}
while (shader_translation_threads.size() <
shader_translation_threads_needed) {
shader_translation_threads.push_back(xe::threading::Thread::Create(
{}, shader_translation_thread_function));
shader_translation_threads.back()->set_name("Shader Translation");
}
{
std::lock_guard<std::mutex> lock(shaders_translation_thread_mutex);
shaders_to_translate.emplace_back(shader_header, translation);
}
shaders_translation_thread_cond.notify_one();
++shaders_translated;
// Create new threads if the currently existing threads can't keep up
// with file reading, but not more than the number of logical processors
// minus one.
size_t shader_translation_threads_needed;
{
std::lock_guard<std::mutex> lock(shaders_translation_thread_mutex);
shader_translation_threads_needed =
std::min(shader_translation_threads_busy +
shaders_to_translate.size() + size_t(1),
logical_processor_count - size_t(1));
}
while (shader_translation_threads.size() <
shader_translation_threads_needed) {
shader_translation_threads.push_back(xe::threading::Thread::Create(
{}, shader_translation_thread_function));
shader_translation_threads.back()->set_name("Shader Translation");
}
// Request ucode information gathering and translation of all the needed
// shaders.
{
std::lock_guard<std::mutex> lock(shaders_translation_thread_mutex);
shaders_to_translate.push_back(shader);
}
shaders_translation_thread_cond.notify_one();
++shaders_translated;
}
if (!shader_translation_threads.empty()) {
{
@@ -593,6 +595,8 @@ void PipelineCache::InitializeShaderStorage(
pipeline_stored_descriptions) {
const PipelineDescription& pipeline_description =
pipeline_stored_description.description;
// TODO(Triang3l): On Vulkan, skip pipelines requiring unsupported device
// features (to keep the cache files mostly shareable across devices).
// Skip already known pipelines - those have already been enqueued.
auto found_range =
pipelines_.equal_range(pipeline_stored_description.description_hash);
@@ -621,6 +625,7 @@ void PipelineCache::InitializeShaderStorage(
vertex_shader->GetTranslation(
pipeline_description.vertex_shader_modification));
if (!pipeline_runtime_description.vertex_shader ||
!pipeline_runtime_description.vertex_shader->is_translated() ||
!pipeline_runtime_description.vertex_shader->is_valid()) {
continue;
}
@@ -637,6 +642,7 @@ void PipelineCache::InitializeShaderStorage(
pixel_shader->GetTranslation(
pipeline_description.pixel_shader_modification));
if (!pipeline_runtime_description.pixel_shader ||
!pipeline_runtime_description.pixel_shader->is_translated() ||
!pipeline_runtime_description.pixel_shader->is_valid()) {
continue;
}
@@ -730,9 +736,6 @@ void PipelineCache::InitializeShaderStorage(
pipeline_storage_file_header.magic_api = pipeline_storage_magic_api;
pipeline_storage_file_header.version_swapped =
pipeline_storage_version_swapped;
// Reserved for future (for Vulkan) - host device features affecting legal
// pipeline descriptions.
pipeline_storage_file_header.device_features = 0;
fwrite(&pipeline_storage_file_header, sizeof(pipeline_storage_file_header),
1, pipeline_storage_file_);
}
@@ -854,52 +857,68 @@ D3D12Shader* PipelineCache::LoadShader(xenos::ShaderType shader_type,
return shader;
}
bool PipelineCache::GetCurrentShaderModifications(
bool PipelineCache::AnalyzeShaderUcodeAndGetCurrentModifications(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
DxbcShaderTranslator::Modification& vertex_shader_modification_out,
DxbcShaderTranslator::Modification& pixel_shader_modification_out) const {
DxbcShaderTranslator::Modification& pixel_shader_modification_out) {
Shader::HostVertexShaderType host_vertex_shader_type =
GetCurrentHostVertexShaderTypeIfValid();
if (host_vertex_shader_type == Shader::HostVertexShaderType(-1)) {
return false;
}
const auto& regs = register_file_;
auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
vertex_shader->AnalyzeUcode(ucode_disasm_buffer_);
vertex_shader_modification_out = DxbcShaderTranslator::Modification(
shader_translator_->GetDefaultModification(xenos::ShaderType::kVertex,
host_vertex_shader_type));
DxbcShaderTranslator::Modification pixel_shader_modification(
shader_translator_->GetDefaultModification(xenos::ShaderType::kPixel));
if (!edram_rov_used_) {
const auto& regs = register_file_;
using DepthStencilMode =
DxbcShaderTranslator::Modification::DepthStencilMode;
if ((depth_float24_conversion_ ==
flags::DepthFloat24Conversion::kOnOutputTruncating ||
depth_float24_conversion_ ==
flags::DepthFloat24Conversion::kOnOutputRounding) &&
regs.Get<reg::RB_DEPTHCONTROL>().z_enable &&
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
xenos::DepthRenderTargetFormat::kD24FS8) {
pixel_shader_modification.depth_stencil_mode =
depth_float24_conversion_ ==
flags::DepthFloat24Conversion::kOnOutputTruncating
? DepthStencilMode::kFloat24Truncating
: DepthStencilMode::kFloat24Rounding;
} else {
// Hint to enable early depth/stencil writing if possible - whether it
// will actually take effect depends on the shader itself, it's not known
// before translation.
auto rb_colorcontrol = regs.Get<reg::RB_COLORCONTROL>();
if ((!rb_colorcontrol.alpha_test_enable ||
rb_colorcontrol.alpha_func == xenos::CompareFunction::kAlways) &&
!rb_colorcontrol.alpha_to_mask_enable) {
shader_translator_->GetDefaultModification(
xenos::ShaderType::kVertex,
vertex_shader->GetDynamicAddressableRegisterCount(
sq_program_cntl.vs_num_reg),
host_vertex_shader_type));
if (pixel_shader) {
pixel_shader->AnalyzeUcode(ucode_disasm_buffer_);
DxbcShaderTranslator::Modification pixel_shader_modification(
shader_translator_->GetDefaultModification(
xenos::ShaderType::kPixel,
pixel_shader->GetDynamicAddressableRegisterCount(
sq_program_cntl.ps_num_reg)));
if (!edram_rov_used_) {
using DepthStencilMode =
DxbcShaderTranslator::Modification::DepthStencilMode;
if ((depth_float24_conversion_ ==
flags::DepthFloat24Conversion::kOnOutputTruncating ||
depth_float24_conversion_ ==
flags::DepthFloat24Conversion::kOnOutputRounding) &&
regs.Get<reg::RB_DEPTHCONTROL>().z_enable &&
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
xenos::DepthRenderTargetFormat::kD24FS8) {
pixel_shader_modification.depth_stencil_mode =
DepthStencilMode::kEarlyHint;
depth_float24_conversion_ ==
flags::DepthFloat24Conversion::kOnOutputTruncating
? DepthStencilMode::kFloat24Truncating
: DepthStencilMode::kFloat24Rounding;
} else {
pixel_shader_modification.depth_stencil_mode =
DepthStencilMode::kNoModifiers;
auto rb_colorcontrol = regs.Get<reg::RB_COLORCONTROL>();
if (pixel_shader->implicit_early_z_write_allowed() &&
(!rb_colorcontrol.alpha_test_enable ||
rb_colorcontrol.alpha_func == xenos::CompareFunction::kAlways) &&
!rb_colorcontrol.alpha_to_mask_enable) {
pixel_shader_modification.depth_stencil_mode =
DepthStencilMode::kEarlyHint;
} else {
pixel_shader_modification.depth_stencil_mode =
DepthStencilMode::kNoModifiers;
}
}
}
pixel_shader_modification_out = pixel_shader_modification;
} else {
pixel_shader_modification_out = DxbcShaderTranslator::Modification(
shader_translator_->GetDefaultModification(xenos::ShaderType::kPixel,
0));
}
pixel_shader_modification_out = pixel_shader_modification;
return true;
}
@@ -979,62 +998,6 @@ PipelineCache::GetCurrentHostVertexShaderTypeIfValid() const {
return Shader::HostVertexShaderType(-1);
}
bool PipelineCache::EnsureShadersTranslated(
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader) {
const auto& regs = register_file_;
auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
// Edge flags are not supported yet (because polygon primitives are not).
assert_true(sq_program_cntl.vs_export_mode !=
xenos::VertexShaderExportMode::kPosition2VectorsEdge &&
sq_program_cntl.vs_export_mode !=
xenos::VertexShaderExportMode::kPosition2VectorsEdgeKill);
assert_false(sq_program_cntl.gen_index_vtx);
if (!vertex_shader->is_translated()) {
if (!TranslateShader(*shader_translator_, *vertex_shader, sq_program_cntl,
dxbc_converter_, dxc_utils_, dxc_compiler_)) {
XELOGE("Failed to translate the vertex shader!");
return false;
}
if (shader_storage_file_ && vertex_shader->shader().ucode_storage_index() !=
shader_storage_index_) {
vertex_shader->shader().set_ucode_storage_index(shader_storage_index_);
assert_not_null(storage_write_thread_);
shader_storage_file_flush_needed_ = true;
{
std::lock_guard<std::mutex> lock(storage_write_request_lock_);
storage_write_shader_queue_.push_back(
std::make_pair(&vertex_shader->shader(), sq_program_cntl));
}
storage_write_request_cond_.notify_all();
}
}
if (pixel_shader != nullptr && !pixel_shader->is_translated()) {
if (!TranslateShader(*shader_translator_, *pixel_shader, sq_program_cntl,
dxbc_converter_, dxc_utils_, dxc_compiler_)) {
XELOGE("Failed to translate the pixel shader!");
return false;
}
if (shader_storage_file_ &&
pixel_shader->shader().ucode_storage_index() != shader_storage_index_) {
pixel_shader->shader().set_ucode_storage_index(shader_storage_index_);
assert_not_null(storage_write_thread_);
shader_storage_file_flush_needed_ = true;
{
std::lock_guard<std::mutex> lock(storage_write_request_lock_);
storage_write_shader_queue_.push_back(
std::make_pair(&pixel_shader->shader(), sq_program_cntl));
}
storage_write_request_cond_.notify_all();
}
}
return true;
}
bool PipelineCache::ConfigurePipeline(
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
@@ -1078,8 +1041,50 @@ bool PipelineCache::ConfigurePipeline(
}
}
if (!EnsureShadersTranslated(vertex_shader, pixel_shader)) {
return false;
// Ensure shaders are translated.
// Edge flags are not supported yet (because polygon primitives are not).
assert_true(register_file_.Get<reg::SQ_PROGRAM_CNTL>().vs_export_mode !=
xenos::VertexShaderExportMode::kPosition2VectorsEdge &&
register_file_.Get<reg::SQ_PROGRAM_CNTL>().vs_export_mode !=
xenos::VertexShaderExportMode::kPosition2VectorsEdgeKill);
assert_false(register_file_.Get<reg::SQ_PROGRAM_CNTL>().gen_index_vtx);
if (!vertex_shader->is_translated()) {
vertex_shader->shader().AnalyzeUcode(ucode_disasm_buffer_);
if (!TranslateAnalyzedShader(*shader_translator_, *vertex_shader,
dxbc_converter_, dxc_utils_, dxc_compiler_)) {
XELOGE("Failed to translate the vertex shader!");
return false;
}
if (shader_storage_file_ && vertex_shader->shader().ucode_storage_index() !=
shader_storage_index_) {
vertex_shader->shader().set_ucode_storage_index(shader_storage_index_);
assert_not_null(storage_write_thread_);
shader_storage_file_flush_needed_ = true;
{
std::lock_guard<std::mutex> lock(storage_write_request_lock_);
storage_write_shader_queue_.push_back(&vertex_shader->shader());
}
storage_write_request_cond_.notify_all();
}
}
if (pixel_shader != nullptr && !pixel_shader->is_translated()) {
pixel_shader->shader().AnalyzeUcode(ucode_disasm_buffer_);
if (!TranslateAnalyzedShader(*shader_translator_, *pixel_shader,
dxbc_converter_, dxc_utils_, dxc_compiler_)) {
XELOGE("Failed to translate the pixel shader!");
return false;
}
if (shader_storage_file_ &&
pixel_shader->shader().ucode_storage_index() != shader_storage_index_) {
pixel_shader->shader().set_ucode_storage_index(shader_storage_index_);
assert_not_null(storage_write_thread_);
shader_storage_file_flush_needed_ = true;
{
std::lock_guard<std::mutex> lock(storage_write_request_lock_);
storage_write_shader_queue_.push_back(&pixel_shader->shader());
}
storage_write_request_cond_.notify_all();
}
}
Pipeline* new_pipeline = new Pipeline;
@@ -1121,17 +1126,15 @@ bool PipelineCache::ConfigurePipeline(
return true;
}
bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
D3D12Shader::D3D12Translation& translation,
reg::SQ_PROGRAM_CNTL cntl,
IDxbcConverter* dxbc_converter,
IDxcUtils* dxc_utils,
IDxcCompiler* dxc_compiler) {
bool PipelineCache::TranslateAnalyzedShader(
DxbcShaderTranslator& translator,
D3D12Shader::D3D12Translation& translation, IDxbcConverter* dxbc_converter,
IDxcUtils* dxc_utils, IDxcCompiler* dxc_compiler) {
D3D12Shader& shader = static_cast<D3D12Shader&>(translation.shader());
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (!translator.Translate(translation, cntl)) {
if (!translator.TranslateAnalyzedShader(translation)) {
XELOGE("Shader {:016X} translation failed; marking as ignored",
shader.ucode_data_hash());
return false;
@@ -1171,21 +1174,21 @@ bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
// Set up texture and sampler binding layouts.
if (shader.EnterBindingLayoutUserUIDSetup()) {
uint32_t texture_binding_count;
const D3D12Shader::TextureBinding* texture_bindings =
shader.GetTextureBindings(texture_binding_count);
uint32_t sampler_binding_count;
const D3D12Shader::SamplerBinding* sampler_bindings =
shader.GetSamplerBindings(sampler_binding_count);
const std::vector<D3D12Shader::TextureBinding>& texture_bindings =
shader.GetTextureBindingsAfterTranslation();
uint32_t texture_binding_count = uint32_t(texture_bindings.size());
const std::vector<D3D12Shader::SamplerBinding>& sampler_bindings =
shader.GetSamplerBindingsAfterTranslation();
uint32_t sampler_binding_count = uint32_t(sampler_bindings.size());
assert_false(bindless_resources_used_ &&
texture_binding_count + sampler_binding_count >
D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 4);
size_t texture_binding_layout_bytes =
texture_binding_count * sizeof(*texture_bindings);
texture_binding_count * sizeof(*texture_bindings.data());
uint64_t texture_binding_layout_hash = 0;
if (texture_binding_count) {
texture_binding_layout_hash =
XXH3_64bits(texture_bindings, texture_binding_layout_bytes);
XXH3_64bits(texture_bindings.data(), texture_binding_layout_bytes);
}
uint32_t bindless_sampler_count =
bindless_resources_used_ ? sampler_binding_count : 0;
@@ -1223,7 +1226,8 @@ bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
if (it->second.vector_span_length == texture_binding_count &&
!std::memcmp(texture_binding_layouts_.data() +
it->second.vector_span_offset,
texture_bindings, texture_binding_layout_bytes)) {
texture_bindings.data(),
texture_binding_layout_bytes)) {
texture_binding_layout_uid = it->second.uid;
break;
}
@@ -1242,7 +1246,7 @@ bool PipelineCache::TranslateShader(DxbcShaderTranslator& translator,
texture_binding_count);
std::memcpy(
texture_binding_layouts_.data() + new_uid.vector_span_offset,
texture_bindings, texture_binding_layout_bytes);
texture_bindings.data(), texture_binding_layout_bytes);
texture_binding_layout_map_.emplace(texture_binding_layout_hash,
new_uid);
}
@@ -1576,8 +1580,10 @@ bool PipelineCache::GetCurrentStateDescription(
// Render targets and blending state. 32 because of 0x1F mask, for safety
// (all unknown to zero).
uint32_t color_mask = command_processor_.GetCurrentColorMask(
pixel_shader ? &pixel_shader->shader() : nullptr);
uint32_t color_mask =
pixel_shader ? command_processor_.GetCurrentColorMask(
pixel_shader->shader().writes_color_targets())
: 0;
static const PipelineBlendFactor kBlendFactorMap[32] = {
/* 0 */ PipelineBlendFactor::kZero,
/* 1 */ PipelineBlendFactor::kOne,
@@ -2038,7 +2044,7 @@ void PipelineCache::StorageWriteThread() {
fflush(pipeline_storage_file_);
}
std::pair<const Shader*, reg::SQ_PROGRAM_CNTL> shader_pair = {};
const Shader* shader = nullptr;
PipelineStoredDescription pipeline_description;
bool write_pipeline = false;
{
@@ -2047,7 +2053,7 @@ void PipelineCache::StorageWriteThread() {
return;
}
if (!storage_write_shader_queue_.empty()) {
shader_pair = storage_write_shader_queue_.front();
shader = storage_write_shader_queue_.front();
storage_write_shader_queue_.pop_front();
} else if (storage_write_flush_shaders_) {
storage_write_flush_shaders_ = false;
@@ -2063,18 +2069,16 @@ void PipelineCache::StorageWriteThread() {
storage_write_flush_pipelines_ = false;
flush_pipelines = true;
}
if (!shader_pair.first && !write_pipeline) {
if (!shader && !write_pipeline) {
storage_write_request_cond_.wait(lock);
continue;
}
}
const Shader* shader = shader_pair.first;
if (shader) {
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.sq_program_cntl = shader_pair.second;
assert_not_null(shader_storage_file_);
fwrite(&shader_header, sizeof(shader_header), 1, shader_storage_file_);
if (shader_header.ucode_dword_count) {

View File

@@ -23,6 +23,7 @@
#include "xenia/base/hash.h"
#include "xenia/base/platform.h"
#include "xenia/base/string_buffer.h"
#include "xenia/base/threading.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/d3d12/render_target_cache.h"
@@ -63,15 +64,12 @@ class PipelineCache {
D3D12Shader* LoadShader(xenos::ShaderType shader_type,
const uint32_t* host_address, uint32_t dword_count);
// Retrieves the shader modifications for the current state, and returns
// whether they are valid.
bool GetCurrentShaderModifications(
// Ensures microcode is analyzed, retrieves the shader modifications for the
// current state, and returns whether they are valid.
bool AnalyzeShaderUcodeAndGetCurrentModifications(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
DxbcShaderTranslator::Modification& vertex_shader_modification_out,
DxbcShaderTranslator::Modification& pixel_shader_modification_out) const;
// Translates shaders if needed, also making shader info up to date.
bool EnsureShadersTranslated(D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader);
DxbcShaderTranslator::Modification& pixel_shader_modification_out);
bool ConfigurePipeline(
D3D12Shader::D3D12Translation* vertex_shader,
@@ -93,9 +91,7 @@ class PipelineCache {
uint32_t ucode_dword_count : 31;
xenos::ShaderType type : 1;
reg::SQ_PROGRAM_CNTL sq_program_cntl;
static constexpr uint32_t kVersion = 0x20201207;
static constexpr uint32_t kVersion = 0x20201219;
});
// Update PipelineDescription::kVersion if any of the Pipeline* enums are
@@ -171,10 +167,10 @@ class PipelineCache {
XEPACKEDSTRUCT(PipelineDescription, {
uint64_t vertex_shader_hash;
uint64_t vertex_shader_modification;
// 0 if drawing without a pixel shader.
uint64_t pixel_shader_hash;
uint32_t vertex_shader_modification;
uint32_t pixel_shader_modification;
uint64_t pixel_shader_modification;
int32_t depth_bias;
float depth_bias_slope_scaled;
@@ -208,7 +204,7 @@ class PipelineCache {
PipelineRenderTarget render_targets[4];
static constexpr uint32_t kVersion = 0x20201207;
static constexpr uint32_t kVersion = 0x20201219;
});
XEPACKEDSTRUCT(PipelineStoredDescription, {
@@ -232,12 +228,11 @@ class PipelineCache {
uint64_t data_hash);
// Can be called from multiple threads.
bool TranslateShader(DxbcShaderTranslator& translator,
D3D12Shader::D3D12Translation& translation,
reg::SQ_PROGRAM_CNTL cntl,
IDxbcConverter* dxbc_converter = nullptr,
IDxcUtils* dxc_utils = nullptr,
IDxcCompiler* dxc_compiler = nullptr);
bool TranslateAnalyzedShader(DxbcShaderTranslator& translator,
D3D12Shader::D3D12Translation& translation,
IDxbcConverter* dxbc_converter = nullptr,
IDxcUtils* dxc_utils = nullptr,
IDxcCompiler* dxc_compiler = nullptr);
bool GetCurrentStateDescription(
D3D12Shader::D3D12Translation* vertex_shader,
@@ -257,7 +252,9 @@ class PipelineCache {
flags::DepthFloat24Conversion depth_float24_conversion_;
uint32_t resolution_scale_;
// Reusable shader translator.
// Temporary storage for AnalyzeUcode calls on the processor thread.
StringBuffer ucode_disasm_buffer_;
// Reusable shader translator for the processor thread.
std::unique_ptr<DxbcShaderTranslator> shader_translator_;
// Command processor thread DXIL conversion/disassembly interfaces, if DXIL
@@ -332,8 +329,7 @@ class PipelineCache {
std::condition_variable storage_write_request_cond_;
// Storage thread input is protected with storage_write_request_lock_, and the
// thread is notified about its change via storage_write_request_cond_.
std::deque<std::pair<const Shader*, reg::SQ_PROGRAM_CNTL>>
storage_write_shader_queue_;
std::deque<const Shader*> storage_write_shader_queue_;
std::deque<PipelineStoredDescription> storage_write_pipeline_queue_;
bool storage_write_flush_shaders_ = false;
bool storage_write_flush_pipelines_ = false;

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@@ -535,7 +535,8 @@ void RenderTargetCache::EndFrame() {
FlushAndUnbindRenderTargets();
}
bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
bool RenderTargetCache::UpdateRenderTargets(
uint32_t shader_writes_color_targets) {
// There are two kinds of render target binding updates in this implementation
// in case something has been changed - full and partial.
//
@@ -635,7 +636,8 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
uint32_t edram_bases[5];
uint32_t formats[5];
bool formats_are_64bpp[5];
uint32_t color_mask = command_processor_.GetCurrentColorMask(pixel_shader);
uint32_t color_mask =
command_processor_.GetCurrentColorMask(shader_writes_color_targets);
for (uint32_t i = 0; i < 4; ++i) {
enabled[i] = (color_mask & (0xF << (i * 4))) != 0;
auto color_info = regs.Get<reg::RB_COLOR_INFO>(

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@@ -269,7 +269,7 @@ class RenderTargetCache {
void EndFrame();
// Called in the beginning of a draw call - may bind pipelines and change the
// view descriptor heap.
bool UpdateRenderTargets(const D3D12Shader* pixel_shader);
bool UpdateRenderTargets(uint32_t shader_writes_color_targets);
// Returns the host-to-guest mappings and host formats of currently bound
// render targets for pipeline creation and remapping in shaders. They are
// consecutive, and format DXGI_FORMAT_UNKNOWN terminates the list. Depth

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@@ -1334,8 +1334,8 @@ void TextureCache::RequestTextures(uint32_t used_texture_mask) {
bool TextureCache::AreActiveTextureSRVKeysUpToDate(
const TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
uint32_t host_shader_binding_count) const {
for (uint32_t i = 0; i < host_shader_binding_count; ++i) {
size_t host_shader_binding_count) const {
for (size_t i = 0; i < host_shader_binding_count; ++i) {
const TextureSRVKey& key = keys[i];
const TextureBinding& binding =
texture_bindings_[host_shader_bindings[i].fetch_constant];
@@ -1350,8 +1350,8 @@ bool TextureCache::AreActiveTextureSRVKeysUpToDate(
void TextureCache::WriteActiveTextureSRVKeys(
TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
uint32_t host_shader_binding_count) const {
for (uint32_t i = 0; i < host_shader_binding_count; ++i) {
size_t host_shader_binding_count) const {
for (size_t i = 0; i < host_shader_binding_count; ++i) {
TextureSRVKey& key = keys[i];
const TextureBinding& binding =
texture_bindings_[host_shader_bindings[i].fetch_constant];

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@@ -196,14 +196,14 @@ class TextureCache {
bool AreActiveTextureSRVKeysUpToDate(
const TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
uint32_t host_shader_binding_count) const;
size_t host_shader_binding_count) const;
// Exports the current binding data to texture SRV keys so they can be stored
// for checking whether subsequent draw calls can keep using the same
// bindings. Write host_shader_binding_count keys.
void WriteActiveTextureSRVKeys(
TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
uint32_t host_shader_binding_count) const;
size_t host_shader_binding_count) const;
// Returns the post-swizzle signedness of a currently bound texture (must be
// called after RequestTextures).
uint8_t GetActiveTextureSwizzledSigns(uint32_t index) const {