/** ****************************************************************************** * 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 "third_party/xxhash/xxhash.h" #include #include #include "xenia/base/assert.h" #include "xenia/base/cvar.h" #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/profiling.h" #include "xenia/gpu/d3d12/d3d12_command_processor.h" #include "xenia/gpu/d3d12/d3d12_graphics_system.h" #include "xenia/gpu/d3d12/d3d12_shader.h" #include "xenia/gpu/xenos.h" #include "xenia/ui/d3d12/d3d12_util.h" DEFINE_bool(d3d12_edram_rov, true, "Use rasterizer-ordered views for render target emulation where " "available.", "D3D12"); // Some games (such as Banjo-Kazooie) are not aware of the half-pixel offset and // may be blurry or have texture sampling artifacts, in this case the user may // disable half-pixel offset by setting this to false. DEFINE_bool(d3d12_half_pixel_offset, true, "Enable half-pixel vertex and VPOS offset.", "D3D12"); DEFINE_bool(d3d12_readback_memexport, false, "Read data written by memory export in shaders on the CPU. This " "may be needed in some games (but many only access exported data " "on the GPU, and this flag isn't needed to handle such behavior), " "but causes mid-frame synchronization, so it has a huge " "performance impact.", "D3D12"); DEFINE_bool(d3d12_readback_resolve, false, "Read render-to-texture results on the CPU. This may be needed in " "some games, for instance, for screenshots in saved games, but " "causes mid-frame synchronization, so it has a huge performance " "impact.", "D3D12"); DEFINE_bool(d3d12_ssaa_custom_sample_positions, false, "Enable custom SSAA sample positions for the RTV/DSV rendering " "path where available instead of centers (experimental, not very " "high-quality).", "D3D12"); namespace xe { namespace gpu { namespace d3d12 { constexpr uint32_t D3D12CommandProcessor::kQueueFrames; constexpr uint32_t D3D12CommandProcessor::RootExtraParameterIndices::kUnavailable; constexpr uint32_t D3D12CommandProcessor::kSwapTextureWidth; constexpr uint32_t D3D12CommandProcessor::kSwapTextureHeight; constexpr uint32_t D3D12CommandProcessor::kScratchBufferSizeIncrement; D3D12CommandProcessor::D3D12CommandProcessor( D3D12GraphicsSystem* graphics_system, kernel::KernelState* kernel_state) : CommandProcessor(graphics_system, kernel_state) {} D3D12CommandProcessor::~D3D12CommandProcessor() = default; void D3D12CommandProcessor::ClearCaches() { CommandProcessor::ClearCaches(); cache_clear_requested_ = true; } void D3D12CommandProcessor::RequestFrameTrace(const std::wstring& root_path) { // Capture with PIX if attached. if (GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis() != nullptr) { pix_capture_requested_.store(true, std::memory_order_relaxed); return; } CommandProcessor::RequestFrameTrace(root_path); } void D3D12CommandProcessor::TracePlaybackWroteMemory(uint32_t base_ptr, uint32_t length) { shared_memory_->MemoryWriteCallback(base_ptr, length, true); primitive_converter_->MemoryWriteCallback(base_ptr, length, true); } void D3D12CommandProcessor::RestoreEDRAMSnapshot(const void* snapshot) { // Starting a new frame because descriptors may be needed. BeginSubmission(true); render_target_cache_->RestoreEDRAMSnapshot(snapshot); } bool D3D12CommandProcessor::IsROVUsedForEDRAM() const { if (!cvars::d3d12_edram_rov) { return false; } auto provider = GetD3D12Context()->GetD3D12Provider(); return provider->AreRasterizerOrderedViewsSupported(); } uint32_t D3D12CommandProcessor::GetCurrentColorMask( const D3D12Shader* pixel_shader) const { if (pixel_shader == nullptr) { return 0; } 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)) { color_mask &= ~(0xF << (i * 4)); } } return color_mask; } void D3D12CommandProcessor::PushTransitionBarrier( ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state, D3D12_RESOURCE_STATES new_state, UINT subresource) { if (old_state == new_state) { return; } D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = resource; barrier.Transition.Subresource = subresource; barrier.Transition.StateBefore = old_state; barrier.Transition.StateAfter = new_state; barriers_.push_back(barrier); } void D3D12CommandProcessor::PushAliasingBarrier(ID3D12Resource* old_resource, ID3D12Resource* new_resource) { D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Aliasing.pResourceBefore = old_resource; barrier.Aliasing.pResourceAfter = new_resource; barriers_.push_back(barrier); } void D3D12CommandProcessor::PushUAVBarrier(ID3D12Resource* resource) { D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.UAV.pResource = resource; barriers_.push_back(barrier); } void D3D12CommandProcessor::SubmitBarriers() { UINT barrier_count = UINT(barriers_.size()); if (barrier_count != 0) { deferred_command_list_->D3DResourceBarrier(barrier_count, barriers_.data()); barriers_.clear(); } } ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature( const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader, bool tessellated) { assert_true(vertex_shader->is_translated()); assert_true(pixel_shader == nullptr || pixel_shader->is_translated()); D3D12_SHADER_VISIBILITY vertex_visibility = tessellated ? D3D12_SHADER_VISIBILITY_DOMAIN : D3D12_SHADER_VISIBILITY_VERTEX; uint32_t texture_count_vertex, sampler_count_vertex; vertex_shader->GetTextureSRVs(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->GetTextureSRVs(texture_count_pixel); pixel_shader->GetSamplerBindings(sampler_count_pixel); } // Better put the pixel texture/sampler in the lower bits probably because it // changes often. uint32_t index = 0; uint32_t index_offset = 0; index |= texture_count_pixel << index_offset; index_offset += D3D12Shader::kMaxTextureSRVIndexBits; index |= sampler_count_pixel << index_offset; index_offset += D3D12Shader::kMaxSamplerBindingIndexBits; index |= texture_count_vertex << index_offset; index_offset += D3D12Shader::kMaxTextureSRVIndexBits; index |= sampler_count_vertex << index_offset; index_offset += D3D12Shader::kMaxSamplerBindingIndexBits; index |= (tessellated ? 1 : 0) << index_offset; ++index_offset; assert_true(index_offset <= 32); // 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[kRootParameter_Count_Max]; D3D12_DESCRIPTOR_RANGE ranges[kRootParameter_Count_Max]; desc.NumParameters = kRootParameter_Count_Base; desc.pParameters = parameters; desc.NumStaticSamplers = 0; desc.pStaticSamplers = nullptr; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; // Base parameters. // Fetch constants. { auto& parameter = parameters[kRootParameter_FetchConstants]; auto& range = ranges[kRootParameter_FetchConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 1; range.BaseShaderRegister = uint32_t(DxbcShaderTranslator::CbufferRegister::kFetchConstants); range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Vertex float constants. { auto& parameter = parameters[kRootParameter_FloatConstantsVertex]; auto& range = ranges[kRootParameter_FloatConstantsVertex]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = vertex_visibility; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 1; range.BaseShaderRegister = uint32_t(DxbcShaderTranslator::CbufferRegister::kFloatConstants); range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Pixel float constants. { auto& parameter = parameters[kRootParameter_FloatConstantsPixel]; auto& range = ranges[kRootParameter_FloatConstantsPixel]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 1; range.BaseShaderRegister = uint32_t(DxbcShaderTranslator::CbufferRegister::kFloatConstants); range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // System constants. { auto& parameter = parameters[kRootParameter_SystemConstants]; auto& range = ranges[kRootParameter_SystemConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 1; range.BaseShaderRegister = uint32_t(DxbcShaderTranslator::CbufferRegister::kSystemConstants); range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Bool and loop constants. { auto& parameter = parameters[kRootParameter_BoolLoopConstants]; auto& range = ranges[kRootParameter_BoolLoopConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 1; range.BaseShaderRegister = uint32_t(DxbcShaderTranslator::CbufferRegister::kBoolLoopConstants); range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Shared memory and, if ROVs are used, EDRAM. D3D12_DESCRIPTOR_RANGE shared_memory_and_edram_ranges[3]; { auto& parameter = parameters[kRootParameter_SharedMemoryAndEDRAM]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 2; parameter.DescriptorTable.pDescriptorRanges = shared_memory_and_edram_ranges; parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; shared_memory_and_edram_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; shared_memory_and_edram_ranges[0].NumDescriptors = 1; shared_memory_and_edram_ranges[0].BaseShaderRegister = 0; shared_memory_and_edram_ranges[0].RegisterSpace = 0; shared_memory_and_edram_ranges[0].OffsetInDescriptorsFromTableStart = 0; shared_memory_and_edram_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; shared_memory_and_edram_ranges[1].NumDescriptors = 1; shared_memory_and_edram_ranges[1].BaseShaderRegister = UINT(DxbcShaderTranslator::UAVRegister::kSharedMemory); shared_memory_and_edram_ranges[1].RegisterSpace = 0; shared_memory_and_edram_ranges[1].OffsetInDescriptorsFromTableStart = 1; if (IsROVUsedForEDRAM()) { ++parameter.DescriptorTable.NumDescriptorRanges; shared_memory_and_edram_ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; shared_memory_and_edram_ranges[2].NumDescriptors = 1; shared_memory_and_edram_ranges[2].BaseShaderRegister = UINT(DxbcShaderTranslator::UAVRegister::kEDRAM); shared_memory_and_edram_ranges[2].RegisterSpace = 0; shared_memory_and_edram_ranges[2].OffsetInDescriptorsFromTableStart = 2; } } // Extra parameters. // Pixel textures. if (texture_count_pixel > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range.NumDescriptors = texture_count_pixel; range.BaseShaderRegister = 1; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } // Pixel samplers. if (sampler_count_pixel > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; range.NumDescriptors = sampler_count_pixel; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } // Vertex textures. if (texture_count_vertex > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = vertex_visibility; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range.NumDescriptors = texture_count_vertex; range.BaseShaderRegister = 1; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } // Vertex samplers. if (sampler_count_vertex > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = vertex_visibility; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; range.NumDescriptors = sampler_count_vertex; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } ID3D12RootSignature* root_signature = ui::d3d12::util::CreateRootSignature( GetD3D12Context()->GetD3D12Provider(), desc); if (root_signature == nullptr) { XELOGE( "Failed to create a root signature with %u pixel textures, %u pixel " "samplers, %u vertex textures and %u vertex samplers", texture_count_pixel, sampler_count_pixel, texture_count_vertex, sampler_count_vertex); return nullptr; } root_signatures_.insert({index, root_signature}); return root_signature; } uint32_t D3D12CommandProcessor::GetRootExtraParameterIndices( const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader, RootExtraParameterIndices& indices_out) { uint32_t texture_count_pixel = 0, sampler_count_pixel = 0; if (pixel_shader != nullptr) { pixel_shader->GetTextureSRVs(texture_count_pixel); pixel_shader->GetSamplerBindings(sampler_count_pixel); } uint32_t texture_count_vertex, sampler_count_vertex; vertex_shader->GetTextureSRVs(texture_count_vertex); vertex_shader->GetSamplerBindings(sampler_count_vertex); uint32_t index = kRootParameter_Count_Base; if (texture_count_pixel != 0) { indices_out.textures_pixel = index++; } else { indices_out.textures_pixel = RootExtraParameterIndices::kUnavailable; } if (sampler_count_pixel != 0) { indices_out.samplers_pixel = index++; } else { indices_out.samplers_pixel = RootExtraParameterIndices::kUnavailable; } if (texture_count_vertex != 0) { indices_out.textures_vertex = index++; } else { indices_out.textures_vertex = RootExtraParameterIndices::kUnavailable; } if (sampler_count_vertex != 0) { indices_out.samplers_vertex = index++; } else { indices_out.samplers_vertex = RootExtraParameterIndices::kUnavailable; } return index; } uint64_t D3D12CommandProcessor::RequestViewDescriptors( uint64_t previous_heap_index, uint32_t count_for_partial_update, uint32_t count_for_full_update, D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out, D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) { uint32_t descriptor_index; uint64_t current_heap_index = view_heap_pool_->Request( frame_current_, previous_heap_index, count_for_partial_update, count_for_full_update, descriptor_index); if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { // There was an error. return ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid; } ID3D12DescriptorHeap* heap = view_heap_pool_->GetLastRequestHeap(); if (current_view_heap_ != heap) { current_view_heap_ = heap; deferred_command_list_->SetDescriptorHeaps(current_view_heap_, current_sampler_heap_); } auto provider = GetD3D12Context()->GetD3D12Provider(); cpu_handle_out = provider->OffsetViewDescriptor( view_heap_pool_->GetLastRequestHeapCPUStart(), descriptor_index); gpu_handle_out = provider->OffsetViewDescriptor( view_heap_pool_->GetLastRequestHeapGPUStart(), descriptor_index); return current_heap_index; } uint64_t D3D12CommandProcessor::RequestSamplerDescriptors( uint64_t previous_heap_index, uint32_t count_for_partial_update, uint32_t count_for_full_update, D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out, D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) { uint32_t descriptor_index; uint64_t current_heap_index = sampler_heap_pool_->Request( frame_current_, previous_heap_index, count_for_partial_update, count_for_full_update, descriptor_index); if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { // There was an error. return ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid; } ID3D12DescriptorHeap* heap = sampler_heap_pool_->GetLastRequestHeap(); if (current_sampler_heap_ != heap) { current_sampler_heap_ = heap; deferred_command_list_->SetDescriptorHeaps(current_view_heap_, current_sampler_heap_); } uint32_t descriptor_offset = descriptor_index * GetD3D12Context()->GetD3D12Provider()->GetSamplerDescriptorSize(); cpu_handle_out.ptr = sampler_heap_pool_->GetLastRequestHeapCPUStart().ptr + descriptor_offset; gpu_handle_out.ptr = sampler_heap_pool_->GetLastRequestHeapGPUStart().ptr + descriptor_offset; return current_heap_index; } ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer( uint32_t size, D3D12_RESOURCE_STATES state) { assert_true(submission_open_); assert_false(scratch_buffer_used_); if (!submission_open_ || scratch_buffer_used_ || size == 0) { return nullptr; } if (size <= scratch_buffer_size_) { PushTransitionBarrier(scratch_buffer_, scratch_buffer_state_, state); scratch_buffer_state_ = state; scratch_buffer_used_ = true; return scratch_buffer_; } size = xe::align(size, kScratchBufferSizeIncrement); auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice(); D3D12_RESOURCE_DESC buffer_desc; ui::d3d12::util::FillBufferResourceDesc( buffer_desc, size, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS); ID3D12Resource* buffer; if (FAILED(device->CreateCommittedResource( &ui::d3d12::util::kHeapPropertiesDefault, D3D12_HEAP_FLAG_NONE, &buffer_desc, state, nullptr, IID_PPV_ARGS(&buffer)))) { XELOGE("Failed to create a %u MB scratch GPU buffer", size >> 20); return nullptr; } if (scratch_buffer_ != nullptr) { BufferForDeletion buffer_for_deletion; buffer_for_deletion.buffer = scratch_buffer_; buffer_for_deletion.last_usage_submission = submission_current_; buffers_for_deletion_.push_back(buffer_for_deletion); } scratch_buffer_ = buffer; scratch_buffer_size_ = size; scratch_buffer_state_ = state; scratch_buffer_used_ = true; return scratch_buffer_; } void D3D12CommandProcessor::ReleaseScratchGPUBuffer( ID3D12Resource* buffer, D3D12_RESOURCE_STATES new_state) { assert_true(submission_open_); assert_true(scratch_buffer_used_); scratch_buffer_used_ = false; if (buffer == scratch_buffer_) { scratch_buffer_state_ = new_state; } } void D3D12CommandProcessor::SetSamplePositions(MsaaSamples sample_positions) { if (current_sample_positions_ == sample_positions) { return; } // Evaluating attributes by sample index - which is done for per-sample // depth - is undefined with programmable sample positions, so can't use them // for ROV output. There's hardly any difference between 2,6 (of 0 and 3 with // 4x MSAA) and 4,4 anyway. // https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/nf-d3d12-id3d12graphicscommandlist1-setsamplepositions if (cvars::d3d12_ssaa_custom_sample_positions && !IsROVUsedForEDRAM() && command_list_1_) { auto provider = GetD3D12Context()->GetD3D12Provider(); auto tier = provider->GetProgrammableSamplePositionsTier(); if (tier >= 2) { // Depth buffer transitions are affected by sample positions. SubmitBarriers(); // Standard sample positions in Direct3D 10.1, but adjusted to take the // fact that SSAA samples are already shifted by 1/4 of a pixel. // TODO(Triang3l): Find what sample positions are used by Xenos, though // they are not necessarily better. The purpose is just to make 2x SSAA // work a little bit better for tall stairs. // FIXME(Triang3l): This is currently even uglier than without custom // sample positions. if (sample_positions >= MsaaSamples::k2X) { // Sample 1 is lower-left on Xenos, but upper-right in Direct3D 12. D3D12_SAMPLE_POSITION d3d_sample_positions[4]; if (sample_positions >= MsaaSamples::k4X) { // Upper-left. d3d_sample_positions[0].X = -2 + 4; d3d_sample_positions[0].Y = -6 + 4; // Upper-right. d3d_sample_positions[1].X = 6 - 4; d3d_sample_positions[1].Y = -2 + 4; // Lower-left. d3d_sample_positions[2].X = -6 + 4; d3d_sample_positions[2].Y = 2 - 4; // Lower-right. d3d_sample_positions[3].X = 2 - 4; d3d_sample_positions[3].Y = 6 - 4; } else { // Upper. d3d_sample_positions[0].X = -4; d3d_sample_positions[0].Y = -4 + 4; d3d_sample_positions[1].X = -4; d3d_sample_positions[1].Y = -4 + 4; // Lower. d3d_sample_positions[2].X = 4; d3d_sample_positions[2].Y = 4 - 4; d3d_sample_positions[3].X = 4; d3d_sample_positions[3].Y = 4 - 4; } deferred_command_list_->D3DSetSamplePositions(1, 4, d3d_sample_positions); } else { deferred_command_list_->D3DSetSamplePositions(0, 0, nullptr); } } } current_sample_positions_ = sample_positions; } void D3D12CommandProcessor::SetComputePipeline(ID3D12PipelineState* pipeline) { if (current_external_pipeline_ != pipeline) { deferred_command_list_->D3DSetPipelineState(pipeline); current_external_pipeline_ = pipeline; current_cached_pipeline_ = nullptr; } } void D3D12CommandProcessor::FlushAndUnbindRenderTargets() { render_target_cache_->FlushAndUnbindRenderTargets(); } void D3D12CommandProcessor::SetExternalGraphicsPipeline( ID3D12PipelineState* pipeline, bool changing_rts_and_sample_positions, bool changing_viewport, bool changing_blend_factor, bool changing_stencil_ref) { if (current_external_pipeline_ != pipeline) { deferred_command_list_->D3DSetPipelineState(pipeline); current_external_pipeline_ = pipeline; current_cached_pipeline_ = nullptr; } current_graphics_root_signature_ = nullptr; current_graphics_root_up_to_date_ = 0; primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; if (changing_rts_and_sample_positions) { render_target_cache_->ForceApplyOnNextUpdate(); } if (changing_viewport) { ff_viewport_update_needed_ = true; ff_scissor_update_needed_ = true; } if (changing_blend_factor) { ff_blend_factor_update_needed_ = true; } if (changing_stencil_ref) { ff_stencil_ref_update_needed_ = true; } } std::wstring D3D12CommandProcessor::GetWindowTitleText() const { if (IsROVUsedForEDRAM()) { // Currently scaling is only supported with ROV. if (texture_cache_ != nullptr && texture_cache_->IsResolutionScale2X()) { return L"Direct3D 12 - ROV 2x"; } else { return L"Direct3D 12 - ROV"; } } else { return L"Direct3D 12 - RTV/DSV"; } } std::unique_ptr D3D12CommandProcessor::Capture() { ID3D12Resource* readback_buffer = RequestReadbackBuffer(uint32_t(swap_texture_copy_size_)); if (!readback_buffer) { return nullptr; } BeginSubmission(false); PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_SOURCE); SubmitBarriers(); D3D12_TEXTURE_COPY_LOCATION location_source, location_dest; location_source.pResource = swap_texture_; location_source.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; location_source.SubresourceIndex = 0; location_dest.pResource = readback_buffer; location_dest.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; location_dest.PlacedFootprint = swap_texture_copy_footprint_; deferred_command_list_->CopyTexture(location_dest, location_source); PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); if (!EndSubmission(false)) { return nullptr; } AwaitAllSubmissionsCompletion(); D3D12_RANGE readback_range; readback_range.Begin = swap_texture_copy_footprint_.Offset; readback_range.End = swap_texture_copy_size_; void* readback_mapping; if (FAILED(readback_buffer->Map(0, &readback_range, &readback_mapping))) { return nullptr; } std::unique_ptr raw_image(new xe::ui::RawImage()); auto swap_texture_size = GetSwapTextureSize(); raw_image->width = swap_texture_size.first; raw_image->height = swap_texture_size.second; raw_image->stride = swap_texture_size.first * 4; raw_image->data.resize(raw_image->stride * swap_texture_size.second); const uint8_t* readback_source_data = reinterpret_cast(readback_mapping) + swap_texture_copy_footprint_.Offset; for (uint32_t i = 0; i < swap_texture_size.second; ++i) { std::memcpy(raw_image->data.data() + i * raw_image->stride, readback_source_data + i * swap_texture_copy_footprint_.Footprint.RowPitch, raw_image->stride); } return raw_image; } bool D3D12CommandProcessor::SetupContext() { if (!CommandProcessor::SetupContext()) { XELOGE("Failed to initialize base command processor context"); return false; } auto provider = GetD3D12Context()->GetD3D12Provider(); auto device = provider->GetDevice(); auto direct_queue = provider->GetDirectQueue(); submission_open_ = false; submission_current_ = 1; submission_completed_ = 0; if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&submission_fence_)))) { XELOGE("Failed to create the submission fence"); return false; } submission_fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr); if (submission_fence_completion_event_ == nullptr) { XELOGE("Failed to create the submission fence completion event"); return false; } frame_open_ = false; frame_current_ = 1; frame_completed_ = 0; std::memset(closed_frame_submissions_, 0, sizeof(closed_frame_submissions_)); // Create the command list and one allocator because it's needed for a command // list. ID3D12CommandAllocator* command_allocator; if (FAILED(device->CreateCommandAllocator( D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&command_allocator)))) { XELOGE("Failed to create a command allocator"); return false; } command_allocator_writable_first_ = new CommandAllocator; command_allocator_writable_first_->command_allocator = command_allocator; command_allocator_writable_first_->last_usage_submission = 0; command_allocator_writable_first_->next = nullptr; command_allocator_writable_last_ = command_allocator_writable_first_; command_allocator_submitted_first_ = nullptr; command_allocator_submitted_last_ = nullptr; if (FAILED(device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, nullptr, IID_PPV_ARGS(&command_list_)))) { XELOGE("Failed to create the graphics command list"); return false; } // Initially in open state, wait until a deferred command list submission. command_list_->Close(); // Optional - added in Creators Update (SDK 10.0.15063.0). command_list_->QueryInterface(IID_PPV_ARGS(&command_list_1_)); deferred_command_list_ = std::make_unique(this); constant_buffer_pool_ = std::make_unique(device, 1024 * 1024); view_heap_pool_ = std::make_unique( device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 32768); // Can't create a shader-visible heap with more than 2048 samplers. sampler_heap_pool_ = std::make_unique( device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048); shared_memory_ = std::make_unique(this, memory_, &trace_writer_); if (!shared_memory_->Initialize()) { XELOGE("Failed to initialize shared memory"); return false; } texture_cache_ = std::make_unique(this, register_file_, shared_memory_.get()); if (!texture_cache_->Initialize()) { XELOGE("Failed to initialize the texture cache"); return false; } render_target_cache_ = std::make_unique(this, register_file_, &trace_writer_); if (!render_target_cache_->Initialize(texture_cache_.get())) { XELOGE("Failed to initialize the render target cache"); return false; } pipeline_cache_ = std::make_unique( this, register_file_, IsROVUsedForEDRAM(), texture_cache_->IsResolutionScale2X() ? 2 : 1); if (!pipeline_cache_->Initialize()) { XELOGE("Failed to initialize the graphics pipeline state cache"); return false; } primitive_converter_ = std::make_unique( this, register_file_, memory_, &trace_writer_); if (!primitive_converter_->Initialize()) { XELOGE("Failed to initialize the geometric primitive converter"); return false; } // Create gamma ramp resources. The PWL gamma ramp is 16-bit, but 6 bits are // hardwired to zero, so DXGI_FORMAT_R10G10B10A2_UNORM can be used for it too. // https://www.x.org/docs/AMD/old/42590_m76_rrg_1.01o.pdf dirty_gamma_ramp_normal_ = true; dirty_gamma_ramp_pwl_ = true; D3D12_RESOURCE_DESC gamma_ramp_desc; gamma_ramp_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE1D; gamma_ramp_desc.Alignment = 0; gamma_ramp_desc.Width = 256; gamma_ramp_desc.Height = 1; gamma_ramp_desc.DepthOrArraySize = 1; // Normal gamma is 256x1, PWL gamma is 128x1. gamma_ramp_desc.MipLevels = 2; gamma_ramp_desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; gamma_ramp_desc.SampleDesc.Count = 1; gamma_ramp_desc.SampleDesc.Quality = 0; gamma_ramp_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; gamma_ramp_desc.Flags = D3D12_RESOURCE_FLAG_NONE; // The first action will be uploading. gamma_ramp_texture_state_ = D3D12_RESOURCE_STATE_COPY_DEST; if (FAILED(device->CreateCommittedResource( &ui::d3d12::util::kHeapPropertiesDefault, D3D12_HEAP_FLAG_NONE, &gamma_ramp_desc, gamma_ramp_texture_state_, nullptr, IID_PPV_ARGS(&gamma_ramp_texture_)))) { XELOGE("Failed to create the gamma ramp texture"); return false; } // Get the layout for the upload buffer. gamma_ramp_desc.DepthOrArraySize = kQueueFrames; UINT64 gamma_ramp_upload_size; device->GetCopyableFootprints(&gamma_ramp_desc, 0, kQueueFrames * 2, 0, gamma_ramp_footprints_, nullptr, nullptr, &gamma_ramp_upload_size); // Create the upload buffer for the gamma ramp. ui::d3d12::util::FillBufferResourceDesc( gamma_ramp_desc, gamma_ramp_upload_size, D3D12_RESOURCE_FLAG_NONE); if (FAILED(device->CreateCommittedResource( &ui::d3d12::util::kHeapPropertiesUpload, D3D12_HEAP_FLAG_NONE, &gamma_ramp_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&gamma_ramp_upload_)))) { XELOGE("Failed to create the gamma ramp upload buffer"); return false; } if (FAILED(gamma_ramp_upload_->Map( 0, nullptr, reinterpret_cast(&gamma_ramp_upload_mapping_)))) { XELOGE("Failed to map the gamma ramp upload buffer"); return false; } D3D12_RESOURCE_DESC swap_texture_desc; swap_texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; swap_texture_desc.Alignment = 0; auto swap_texture_size = GetSwapTextureSize(); swap_texture_desc.Width = swap_texture_size.first; swap_texture_desc.Height = swap_texture_size.second; swap_texture_desc.DepthOrArraySize = 1; swap_texture_desc.MipLevels = 1; swap_texture_desc.Format = ui::d3d12::D3D12Context::kSwapChainFormat; swap_texture_desc.SampleDesc.Count = 1; swap_texture_desc.SampleDesc.Quality = 0; swap_texture_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; swap_texture_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; // Can be sampled at any time, switch to render target when needed, then back. if (FAILED(device->CreateCommittedResource( &ui::d3d12::util::kHeapPropertiesDefault, D3D12_HEAP_FLAG_NONE, &swap_texture_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, IID_PPV_ARGS(&swap_texture_)))) { XELOGE("Failed to create the command processor front buffer"); return false; } device->GetCopyableFootprints(&swap_texture_desc, 0, 1, 0, &swap_texture_copy_footprint_, nullptr, nullptr, &swap_texture_copy_size_); D3D12_DESCRIPTOR_HEAP_DESC swap_descriptor_heap_desc; swap_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; swap_descriptor_heap_desc.NumDescriptors = 1; swap_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; swap_descriptor_heap_desc.NodeMask = 0; if (FAILED(device->CreateDescriptorHeap( &swap_descriptor_heap_desc, IID_PPV_ARGS(&swap_texture_rtv_descriptor_heap_)))) { XELOGE("Failed to create the command processor front buffer RTV heap"); return false; } swap_texture_rtv_ = swap_texture_rtv_descriptor_heap_->GetCPUDescriptorHandleForHeapStart(); D3D12_RENDER_TARGET_VIEW_DESC swap_rtv_desc; swap_rtv_desc.Format = ui::d3d12::D3D12Context::kSwapChainFormat; swap_rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; swap_rtv_desc.Texture2D.MipSlice = 0; swap_rtv_desc.Texture2D.PlaneSlice = 0; device->CreateRenderTargetView(swap_texture_, &swap_rtv_desc, swap_texture_rtv_); swap_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; swap_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (FAILED(device->CreateDescriptorHeap( &swap_descriptor_heap_desc, IID_PPV_ARGS(&swap_texture_srv_descriptor_heap_)))) { XELOGE("Failed to create the command processor front buffer SRV heap"); return false; } D3D12_SHADER_RESOURCE_VIEW_DESC swap_srv_desc; swap_srv_desc.Format = ui::d3d12::D3D12Context::kSwapChainFormat; swap_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; swap_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; swap_srv_desc.Texture2D.MostDetailedMip = 0; swap_srv_desc.Texture2D.MipLevels = 1; swap_srv_desc.Texture2D.PlaneSlice = 0; swap_srv_desc.Texture2D.ResourceMinLODClamp = 0.0f; device->CreateShaderResourceView( swap_texture_, &swap_srv_desc, swap_texture_srv_descriptor_heap_->GetCPUDescriptorHandleForHeapStart()); pix_capture_requested_.store(false, std::memory_order_relaxed); pix_capturing_ = false; // Just not to expose uninitialized memory. std::memset(&system_constants_, 0, sizeof(system_constants_)); // Force writing of new format data. std::memset(system_constants_color_formats_, 0xFF, sizeof(system_constants_color_formats_)); return true; } void D3D12CommandProcessor::ShutdownContext() { AwaitAllSubmissionsCompletion(); ui::d3d12::util::ReleaseAndNull(readback_buffer_); readback_buffer_size_ = 0; ui::d3d12::util::ReleaseAndNull(scratch_buffer_); scratch_buffer_size_ = 0; for (auto& buffer_for_deletion : buffers_for_deletion_) { buffer_for_deletion.buffer->Release(); } buffers_for_deletion_.clear(); if (swap_texture_srv_descriptor_heap_ != nullptr) { { std::lock_guard lock(swap_state_.mutex); swap_state_.pending = false; swap_state_.front_buffer_texture = 0; } // TODO(Triang3l): Ensure this is synchronized. The display context may not // exist at this point, so awaiting its fence doesn't always work. swap_texture_srv_descriptor_heap_->Release(); swap_texture_srv_descriptor_heap_ = nullptr; } ui::d3d12::util::ReleaseAndNull(swap_texture_rtv_descriptor_heap_); ui::d3d12::util::ReleaseAndNull(swap_texture_); // Don't need the data anymore, so zero range. if (gamma_ramp_upload_mapping_ != nullptr) { D3D12_RANGE gamma_ramp_written_range; gamma_ramp_written_range.Begin = 0; gamma_ramp_written_range.End = 0; gamma_ramp_upload_->Unmap(0, &gamma_ramp_written_range); gamma_ramp_upload_mapping_ = nullptr; } ui::d3d12::util::ReleaseAndNull(gamma_ramp_upload_); ui::d3d12::util::ReleaseAndNull(gamma_ramp_texture_); sampler_heap_pool_.reset(); view_heap_pool_.reset(); constant_buffer_pool_.reset(); primitive_converter_.reset(); pipeline_cache_.reset(); render_target_cache_.reset(); texture_cache_.reset(); // Root signatured are used by pipelines, thus freed after the pipelines. for (auto it : root_signatures_) { it.second->Release(); } root_signatures_.clear(); shared_memory_.reset(); deferred_command_list_.reset(); ui::d3d12::util::ReleaseAndNull(command_list_1_); ui::d3d12::util::ReleaseAndNull(command_list_); ClearCommandAllocatorCache(); frame_open_ = false; frame_current_ = 1; frame_completed_ = 0; std::memset(closed_frame_submissions_, 0, sizeof(closed_frame_submissions_)); // First release the fence since it may reference the event. ui::d3d12::util::ReleaseAndNull(submission_fence_); if (submission_fence_completion_event_) { CloseHandle(submission_fence_completion_event_); submission_fence_completion_event_ = nullptr; } submission_open_ = false; submission_current_ = 1; submission_completed_ = 0; CommandProcessor::ShutdownContext(); } void D3D12CommandProcessor::WriteRegister(uint32_t index, uint32_t value) { CommandProcessor::WriteRegister(index, value); if (index >= XE_GPU_REG_SHADER_CONSTANT_000_X && index <= XE_GPU_REG_SHADER_CONSTANT_511_W) { if (frame_open_) { uint32_t float_constant_index = (index - XE_GPU_REG_SHADER_CONSTANT_000_X) >> 2; if (float_constant_index >= 256) { float_constant_index -= 256; if (current_float_constant_map_pixel_[float_constant_index >> 6] & (1ull << (float_constant_index & 63))) { cbuffer_bindings_float_pixel_.up_to_date = false; } } else { if (current_float_constant_map_vertex_[float_constant_index >> 6] & (1ull << (float_constant_index & 63))) { cbuffer_bindings_float_vertex_.up_to_date = false; } } } } else if (index >= XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 && index <= XE_GPU_REG_SHADER_CONSTANT_LOOP_31) { cbuffer_bindings_bool_loop_.up_to_date = false; } else if (index >= XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 && index <= XE_GPU_REG_SHADER_CONSTANT_FETCH_31_5) { cbuffer_bindings_fetch_.up_to_date = false; if (texture_cache_ != nullptr) { texture_cache_->TextureFetchConstantWritten( (index - XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0) / 6); } } else if (index == XE_GPU_REG_DC_LUT_PWL_DATA) { UpdateGammaRampValue(GammaRampType::kPWL, value); } else if (index == XE_GPU_REG_DC_LUT_30_COLOR) { UpdateGammaRampValue(GammaRampType::kNormal, value); } else if (index == XE_GPU_REG_DC_LUT_RW_MODE) { gamma_ramp_rw_subindex_ = 0; } } void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width, uint32_t frontbuffer_height) { // FIXME(Triang3l): frontbuffer_ptr is currently unreliable, in the trace // player it's set to 0, but it's not needed anyway since the fetch constant // contains the address. SCOPE_profile_cpu_f("gpu"); // In case the swap command is the only one in the frame. BeginSubmission(true); auto provider = GetD3D12Context()->GetD3D12Provider(); auto device = provider->GetDevice(); // Upload the new gamma ramps, using the upload buffer for the current frame // (will close the frame after this anyway, so can't write multiple times per // frame). uint32_t gamma_ramp_frame = uint32_t(frame_current_ % kQueueFrames); if (dirty_gamma_ramp_normal_) { const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& gamma_ramp_footprint = gamma_ramp_footprints_[gamma_ramp_frame * 2]; volatile uint32_t* mapping = reinterpret_cast( gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset); for (uint32_t i = 0; i < 256; ++i) { uint32_t value = gamma_ramp_.normal[i].value; // Swap red and blue (Project Sylpheed has settings allowing separate // configuration). mapping[i] = ((value & 1023) << 20) | (value & (1023 << 10)) | ((value >> 20) & 1023); } PushTransitionBarrier(gamma_ramp_texture_, gamma_ramp_texture_state_, D3D12_RESOURCE_STATE_COPY_DEST); gamma_ramp_texture_state_ = D3D12_RESOURCE_STATE_COPY_DEST; SubmitBarriers(); D3D12_TEXTURE_COPY_LOCATION location_source, location_dest; location_source.pResource = gamma_ramp_upload_; location_source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; location_source.PlacedFootprint = gamma_ramp_footprint; location_dest.pResource = gamma_ramp_texture_; location_dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; location_dest.SubresourceIndex = 0; deferred_command_list_->CopyTexture(location_dest, location_source); dirty_gamma_ramp_normal_ = false; } if (dirty_gamma_ramp_pwl_) { const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& gamma_ramp_footprint = gamma_ramp_footprints_[gamma_ramp_frame * 2 + 1]; volatile uint32_t* mapping = reinterpret_cast( gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset); for (uint32_t i = 0; i < 128; ++i) { // TODO(Triang3l): Find a game to test if red and blue need to be swapped. mapping[i] = (gamma_ramp_.pwl[i].values[0].base >> 6) | (uint32_t(gamma_ramp_.pwl[i].values[1].base >> 6) << 10) | (uint32_t(gamma_ramp_.pwl[i].values[2].base >> 6) << 20); } PushTransitionBarrier(gamma_ramp_texture_, gamma_ramp_texture_state_, D3D12_RESOURCE_STATE_COPY_DEST); gamma_ramp_texture_state_ = D3D12_RESOURCE_STATE_COPY_DEST; SubmitBarriers(); D3D12_TEXTURE_COPY_LOCATION location_source, location_dest; location_source.pResource = gamma_ramp_upload_; location_source.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; location_source.PlacedFootprint = gamma_ramp_footprint; location_dest.pResource = gamma_ramp_texture_; location_dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; location_dest.SubresourceIndex = 1; deferred_command_list_->CopyTexture(location_dest, location_source); dirty_gamma_ramp_pwl_ = false; } D3D12_CPU_DESCRIPTOR_HANDLE descriptor_cpu_start; D3D12_GPU_DESCRIPTOR_HANDLE descriptor_gpu_start; if (RequestViewDescriptors(ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid, 2, 2, descriptor_cpu_start, descriptor_gpu_start) != ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { TextureFormat frontbuffer_format; if (texture_cache_->RequestSwapTexture(descriptor_cpu_start, frontbuffer_format)) { render_target_cache_->FlushAndUnbindRenderTargets(); // Create the gamma ramp texture descriptor. // This is according to D3D::InitializePresentationParameters from a game // executable, which initializes the normal gamma ramp for 8_8_8_8 output // and the PWL gamma ramp for 2_10_10_10. bool use_pwl_gamma_ramp = frontbuffer_format == TextureFormat::k_2_10_10_10 || frontbuffer_format == TextureFormat::k_2_10_10_10_AS_16_16_16_16; D3D12_SHADER_RESOURCE_VIEW_DESC gamma_ramp_srv_desc; gamma_ramp_srv_desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; gamma_ramp_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D; gamma_ramp_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; gamma_ramp_srv_desc.Texture1D.MostDetailedMip = use_pwl_gamma_ramp ? 1 : 0; gamma_ramp_srv_desc.Texture1D.MipLevels = 1; gamma_ramp_srv_desc.Texture1D.ResourceMinLODClamp = 0.0f; device->CreateShaderResourceView( gamma_ramp_texture_, &gamma_ramp_srv_desc, provider->OffsetViewDescriptor(descriptor_cpu_start, 1)); // The swap texture is kept as an SRV because the graphics system may draw // with it at any time. It's switched to RTV and back when needed. PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); PushTransitionBarrier(gamma_ramp_texture_, gamma_ramp_texture_state_, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); gamma_ramp_texture_state_ = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; SubmitBarriers(); auto swap_texture_size = GetSwapTextureSize(); // Draw the stretching rectangle. deferred_command_list_->D3DOMSetRenderTargets(1, &swap_texture_rtv_, TRUE, nullptr); D3D12_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = float(swap_texture_size.first); viewport.Height = float(swap_texture_size.second); viewport.MinDepth = 0.0f; viewport.MaxDepth = 0.0f; deferred_command_list_->RSSetViewport(viewport); D3D12_RECT scissor; scissor.left = 0; scissor.top = 0; scissor.right = swap_texture_size.first; scissor.bottom = swap_texture_size.second; deferred_command_list_->RSSetScissorRect(scissor); D3D12GraphicsSystem* graphics_system = static_cast(graphics_system_); D3D12_GPU_DESCRIPTOR_HANDLE gamma_ramp_gpu_handle = provider->OffsetViewDescriptor(descriptor_gpu_start, 1); graphics_system->StretchTextureToFrontBuffer( descriptor_gpu_start, &gamma_ramp_gpu_handle, use_pwl_gamma_ramp ? (1.0f / 128.0f) : (1.0f / 256.0f), *deferred_command_list_); // Ending the current frame anyway, so no need to reset the current render // targets when using ROV. PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); // Don't care about graphics state because the frame is ending anyway. { std::lock_guard lock(swap_state_.mutex); swap_state_.width = swap_texture_size.first; swap_state_.height = swap_texture_size.second; swap_state_.front_buffer_texture = reinterpret_cast(swap_texture_srv_descriptor_heap_); } } } EndSubmission(true); } Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type, uint32_t guest_address, const uint32_t* host_address, uint32_t dword_count) { return pipeline_cache_->LoadShader(shader_type, guest_address, host_address, dword_count); } bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type, uint32_t index_count, IndexBufferInfo* index_buffer_info) { auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice(); auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES xenos::ModeControl enable_mode = regs.Get().edram_mode; if (enable_mode == xenos::ModeControl::kIgnore) { // Ignored. return true; } if (enable_mode == xenos::ModeControl::kCopy) { // Special copy handling. return IssueCopy(); } if (regs.Get().surface_pitch == 0) { // Doesn't actually draw. // TODO(Triang3l): Do something so memexport still works in this case maybe? // Unlikely that zero would even really be legal though. return true; } // Check if using tessellation to get the correct primitive type. bool tessellated; if (uint32_t(primitive_type) >= uint32_t(PrimitiveType::kExplicitMajorModeForceStart)) { tessellated = regs.Get().path_select == xenos::VGTOutputPath::kTessellationEnable; } else { tessellated = false; } // Shaders will have already been defined by previous loads. // We need them to do just about anything so validate here. auto vertex_shader = static_cast(active_vertex_shader()); auto pixel_shader = static_cast(active_pixel_shader()); if (!vertex_shader) { // Always need a vertex shader. return false; } // Depth-only mode doesn't need a pixel shader. if (enable_mode == xenos::ModeControl::kDepth) { pixel_shader = nullptr; } else if (!pixel_shader) { // Need a pixel shader in normal color mode. return false; } // Translate the shaders now to get memexport configuration and color mask, // which is needed by the render target cache, to check the possibility of // doing early depth/stencil, and also to get used textures and samplers. if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader, pixel_shader, tessellated, primitive_type)) { return false; } // Check if memexport is used. If it is, we can't skip draw calls that have no // visual effect. bool memexport_used_vertex = !vertex_shader->memexport_stream_constants().empty(); bool memexport_used_pixel = pixel_shader != nullptr && !pixel_shader->memexport_stream_constants().empty(); bool memexport_used = memexport_used_vertex || memexport_used_pixel; bool primitive_two_faced = IsPrimitiveTwoFaced(tessellated, primitive_type); auto pa_su_sc_mode_cntl = regs.Get(); if (!memexport_used_vertex && primitive_two_faced && pa_su_sc_mode_cntl.cull_front && pa_su_sc_mode_cntl.cull_back) { // Both sides are culled - can't be expressed in the pipeline state. return true; } BeginSubmission(true); // Set up the render targets - this may bind pipelines. if (!render_target_cache_->UpdateRenderTargets(pixel_shader)) { return false; } const RenderTargetCache::PipelineRenderTarget* pipeline_render_targets = render_target_cache_->GetCurrentPipelineRenderTargets(); // Set up primitive topology. bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base; // Adaptive tessellation requires an index buffer, but it contains per-edge // tessellation factors (as floats) instead of control point indices. bool adaptive_tessellation; if (tessellated) { xenos::TessellationMode tessellation_mode = regs.Get().tess_mode; adaptive_tessellation = tessellation_mode == xenos::TessellationMode::kAdaptive; if (adaptive_tessellation && (!indexed || index_buffer_info->format != IndexFormat::kInt32)) { return false; } // TODO(Triang3l): Implement all tessellation modes if games using any other // than adaptive are found. The biggest question about them is what is being // passed to vertex shader registers, especially if patches are drawn with // an index buffer. // https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360 if (tessellation_mode != xenos::TessellationMode::kAdaptive) { XELOGE( "Tessellation mode %u is not implemented yet, only adaptive is " "partially available now - report the game to Xenia developers!", uint32_t(tessellation_mode)); return false; } } else { adaptive_tessellation = false; } PrimitiveType primitive_type_converted; D3D_PRIMITIVE_TOPOLOGY primitive_topology; if (tessellated) { primitive_type_converted = primitive_type; switch (primitive_type_converted) { // TODO(Triang3l): Support line patches. case PrimitiveType::kTrianglePatch: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST; break; case PrimitiveType::kQuadPatch: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST; break; default: return false; } } else { primitive_type_converted = PrimitiveConverter::GetReplacementPrimitiveType(primitive_type); switch (primitive_type_converted) { case PrimitiveType::kPointList: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST; break; case PrimitiveType::kLineList: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break; case PrimitiveType::kLineStrip: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; case PrimitiveType::kTriangleList: case PrimitiveType::kRectangleList: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; case PrimitiveType::kTriangleStrip: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; case PrimitiveType::kQuadList: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ; break; default: return false; } } if (primitive_topology_ != primitive_topology) { primitive_topology_ = primitive_topology; deferred_command_list_->D3DIASetPrimitiveTopology(primitive_topology); } uint32_t line_loop_closing_index; if (!tessellated && primitive_type == PrimitiveType::kLineLoop && !indexed && index_count >= 3) { // Add a vertex to close the loop, and make the vertex shader replace its // index (before adding the offset) with 0 to fetch the first vertex again. // For indexed line loops, the primitive converter will add the vertex. line_loop_closing_index = index_count; ++index_count; } else { // Replace index 0 with 0 (do nothing) otherwise. line_loop_closing_index = 0; } // Update the textures - this may bind pipelines. texture_cache_->RequestTextures( vertex_shader->GetUsedTextureMask(), pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0); // Check if early depth/stencil can be enabled. bool early_z; if (pixel_shader) { auto rb_colorcontrol = regs.Get(); early_z = pixel_shader->implicit_early_z_allowed() && (!rb_colorcontrol.alpha_test_enable || rb_colorcontrol.alpha_func == CompareFunction::kAlways) && !rb_colorcontrol.alpha_to_mask_enable; } else { early_z = true; } // Create the pipeline if needed and bind it. void* pipeline_handle; ID3D12RootSignature* root_signature; if (!pipeline_cache_->ConfigurePipeline( vertex_shader, pixel_shader, tessellated, primitive_type_converted, indexed ? index_buffer_info->format : IndexFormat::kInt16, early_z, pipeline_render_targets, &pipeline_handle, &root_signature)) { return false; } if (current_cached_pipeline_ != pipeline_handle) { deferred_command_list_->SetPipelineStateHandle( reinterpret_cast(pipeline_handle)); current_cached_pipeline_ = pipeline_handle; current_external_pipeline_ = nullptr; } // Update viewport, scissor, blend factor and stencil reference. UpdateFixedFunctionState(primitive_two_faced); // Update system constants before uploading them. UpdateSystemConstantValues( memexport_used, primitive_two_faced, line_loop_closing_index, indexed ? index_buffer_info->endianness : Endian::kNone, adaptive_tessellation ? (index_buffer_info->guest_base & 0x1FFFFFFC) : 0, early_z, GetCurrentColorMask(pixel_shader), pipeline_render_targets); // Update constant buffers, descriptors and root parameters. if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) { return false; } // Ensure vertex and index buffers are resident and draw. // TODO(Triang3l): Cache residency for ranges in a way similar to how texture // validity will be tracked. uint64_t vertex_buffers_resident[2] = {}; for (const auto& vertex_binding : vertex_shader->vertex_bindings()) { uint32_t vfetch_index = vertex_binding.fetch_constant; if (vertex_buffers_resident[vfetch_index >> 6] & (1ull << (vfetch_index & 63))) { continue; } const auto& vfetch_constant = regs.Get( XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + vfetch_index * 2); if (vfetch_constant.type != 3) { XELOGW("Vertex fetch type is not 3 (fetch constant %u is %.8X %.8X)!", vfetch_index, vfetch_constant.dword_0, vfetch_constant.dword_1); return false; } if (!shared_memory_->RequestRange(vfetch_constant.address << 2, vfetch_constant.size << 2)) { XELOGE( "Failed to request vertex buffer at 0x%.8X (size %u) in the shared " "memory", vfetch_constant.address << 2, vfetch_constant.size << 2); return false; } vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63); } // Gather memexport ranges and ensure the heaps for them are resident, and // also load the data surrounding the export and to fill the regions that // won't be modified by the shaders. struct MemExportRange { uint32_t base_address_dwords; uint32_t size_dwords; }; MemExportRange memexport_ranges[512]; uint32_t memexport_range_count = 0; if (memexport_used_vertex) { const std::vector& memexport_stream_constants_vertex = vertex_shader->memexport_stream_constants(); for (uint32_t constant_index : memexport_stream_constants_vertex) { const auto& memexport_stream = regs.Get( XE_GPU_REG_SHADER_CONSTANT_000_X + constant_index * 4); if (memexport_stream.index_count == 0) { continue; } uint32_t memexport_format_size = GetSupportedMemExportFormatSize(memexport_stream.format); if (memexport_format_size == 0) { XELOGE("Unsupported memexport format %s", FormatInfo::Get(TextureFormat(uint32_t(memexport_stream.format))) ->name); return false; } uint32_t memexport_size_dwords = memexport_stream.index_count * memexport_format_size; // Try to reduce the number of shared memory operations when writing // different elements into the same buffer through different exports // (happens in Halo 3). bool memexport_range_reused = false; for (uint32_t i = 0; i < memexport_range_count; ++i) { MemExportRange& memexport_range = memexport_ranges[i]; if (memexport_range.base_address_dwords == memexport_stream.base_address) { memexport_range.size_dwords = std::max(memexport_range.size_dwords, memexport_size_dwords); memexport_range_reused = true; break; } } // Add a new range if haven't expanded an existing one. if (!memexport_range_reused) { MemExportRange& memexport_range = memexport_ranges[memexport_range_count++]; memexport_range.base_address_dwords = memexport_stream.base_address; memexport_range.size_dwords = memexport_size_dwords; } } } if (memexport_used_pixel) { const std::vector& memexport_stream_constants_pixel = pixel_shader->memexport_stream_constants(); for (uint32_t constant_index : memexport_stream_constants_pixel) { const auto& memexport_stream = regs.Get( XE_GPU_REG_SHADER_CONSTANT_256_X + constant_index * 4); if (memexport_stream.index_count == 0) { continue; } uint32_t memexport_format_size = GetSupportedMemExportFormatSize(memexport_stream.format); if (memexport_format_size == 0) { XELOGE("Unsupported memexport format %s", FormatInfo::Get(TextureFormat(uint32_t(memexport_stream.format))) ->name); return false; } uint32_t memexport_size_dwords = memexport_stream.index_count * memexport_format_size; bool memexport_range_reused = false; for (uint32_t i = 0; i < memexport_range_count; ++i) { MemExportRange& memexport_range = memexport_ranges[i]; if (memexport_range.base_address_dwords == memexport_stream.base_address) { memexport_range.size_dwords = std::max(memexport_range.size_dwords, memexport_size_dwords); memexport_range_reused = true; break; } } if (!memexport_range_reused) { MemExportRange& memexport_range = memexport_ranges[memexport_range_count++]; memexport_range.base_address_dwords = memexport_stream.base_address; memexport_range.size_dwords = memexport_size_dwords; } } } for (uint32_t i = 0; i < memexport_range_count; ++i) { const MemExportRange& memexport_range = memexport_ranges[i]; if (!shared_memory_->RequestRange(memexport_range.base_address_dwords << 2, memexport_range.size_dwords << 2)) { XELOGE( "Failed to request memexport stream at 0x%.8X (size %u) in the " "shared memory", memexport_range.base_address_dwords << 2, memexport_range.size_dwords << 2); return false; } } // Actually draw. if (indexed) { uint32_t index_size = index_buffer_info->format == IndexFormat::kInt32 ? sizeof(uint32_t) : sizeof(uint16_t); assert_false(index_buffer_info->guest_base & (index_size - 1)); uint32_t index_base = index_buffer_info->guest_base & 0x1FFFFFFF & ~(index_size - 1); D3D12_INDEX_BUFFER_VIEW index_buffer_view; index_buffer_view.Format = index_buffer_info->format == IndexFormat::kInt32 ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; PrimitiveConverter::ConversionResult conversion_result; uint32_t converted_index_count; if (tessellated) { conversion_result = PrimitiveConverter::ConversionResult::kConversionNotNeeded; } else { conversion_result = primitive_converter_->ConvertPrimitives( primitive_type, index_buffer_info->guest_base, index_count, index_buffer_info->format, index_buffer_info->endianness, index_buffer_view.BufferLocation, converted_index_count); if (conversion_result == PrimitiveConverter::ConversionResult::kFailed) { return false; } if (conversion_result == PrimitiveConverter::ConversionResult::kPrimitiveEmpty) { return true; } } ID3D12Resource* scratch_index_buffer = nullptr; if (conversion_result == PrimitiveConverter::ConversionResult::kConverted) { index_buffer_view.SizeInBytes = converted_index_count * index_size; index_count = converted_index_count; } else { uint32_t index_buffer_size = index_buffer_info->count * index_size; if (!shared_memory_->RequestRange(index_base, index_buffer_size)) { XELOGE( "Failed to request index buffer at 0x%.8X (size %u) in the shared " "memory", index_base, index_buffer_size); return false; } if (memexport_used && !adaptive_tessellation) { // If the shared memory is a UAV, it can't be used as an index buffer // (UAV is a read/write state, index buffer is a read-only state). Need // to copy the indices to a buffer in the index buffer state. scratch_index_buffer = RequestScratchGPUBuffer( index_buffer_size, D3D12_RESOURCE_STATE_COPY_DEST); if (scratch_index_buffer == nullptr) { return false; } shared_memory_->UseAsCopySource(); SubmitBarriers(); deferred_command_list_->D3DCopyBufferRegion( scratch_index_buffer, 0, shared_memory_->GetBuffer(), index_base, index_buffer_size); PushTransitionBarrier(scratch_index_buffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER); index_buffer_view.BufferLocation = scratch_index_buffer->GetGPUVirtualAddress(); } else { index_buffer_view.BufferLocation = shared_memory_->GetGPUAddress() + index_base; } index_buffer_view.SizeInBytes = index_buffer_size; } if (memexport_used) { shared_memory_->UseForWriting(); } else { shared_memory_->UseForReading(); } SubmitBarriers(); if (adaptive_tessellation) { // Index buffer used for per-edge factors. deferred_command_list_->D3DDrawInstanced(index_count, 1, 0, 0); } else { deferred_command_list_->D3DIASetIndexBuffer(&index_buffer_view); deferred_command_list_->D3DDrawIndexedInstanced(index_count, 1, 0, 0, 0); } if (scratch_index_buffer != nullptr) { ReleaseScratchGPUBuffer(scratch_index_buffer, D3D12_RESOURCE_STATE_INDEX_BUFFER); } } else { // Check if need to draw using a conversion index buffer. uint32_t converted_index_count = 0; D3D12_GPU_VIRTUAL_ADDRESS conversion_gpu_address = tessellated ? 0 : primitive_converter_->GetStaticIndexBuffer( primitive_type, index_count, converted_index_count); if (memexport_used) { shared_memory_->UseForWriting(); } else { shared_memory_->UseForReading(); } SubmitBarriers(); if (conversion_gpu_address) { D3D12_INDEX_BUFFER_VIEW index_buffer_view; index_buffer_view.BufferLocation = conversion_gpu_address; index_buffer_view.SizeInBytes = converted_index_count * sizeof(uint16_t); index_buffer_view.Format = DXGI_FORMAT_R16_UINT; deferred_command_list_->D3DIASetIndexBuffer(&index_buffer_view); deferred_command_list_->D3DDrawIndexedInstanced(converted_index_count, 1, 0, 0, 0); } else { deferred_command_list_->D3DDrawInstanced(index_count, 1, 0, 0); } } if (memexport_used) { // Commit shared memory writing. PushUAVBarrier(shared_memory_->GetBuffer()); // Invalidate textures in memexported memory and watch for changes. for (uint32_t i = 0; i < memexport_range_count; ++i) { const MemExportRange& memexport_range = memexport_ranges[i]; shared_memory_->RangeWrittenByGPU( memexport_range.base_address_dwords << 2, memexport_range.size_dwords << 2); } if (cvars::d3d12_readback_memexport) { // Read the exported data on the CPU. uint32_t memexport_total_size = 0; for (uint32_t i = 0; i < memexport_range_count; ++i) { memexport_total_size += memexport_ranges[i].size_dwords << 2; } if (memexport_total_size != 0) { ID3D12Resource* readback_buffer = RequestReadbackBuffer(memexport_total_size); if (readback_buffer != nullptr) { shared_memory_->UseAsCopySource(); SubmitBarriers(); ID3D12Resource* shared_memory_buffer = shared_memory_->GetBuffer(); uint32_t readback_buffer_offset = 0; for (uint32_t i = 0; i < memexport_range_count; ++i) { const MemExportRange& memexport_range = memexport_ranges[i]; uint32_t memexport_range_size = memexport_range.size_dwords << 2; deferred_command_list_->D3DCopyBufferRegion( readback_buffer, readback_buffer_offset, shared_memory_buffer, memexport_range.base_address_dwords << 2, memexport_range_size); readback_buffer_offset += memexport_range_size; } AwaitAllSubmissionsCompletion(); D3D12_RANGE readback_range; readback_range.Begin = 0; readback_range.End = memexport_total_size; void* readback_mapping; if (SUCCEEDED(readback_buffer->Map(0, &readback_range, &readback_mapping))) { const uint32_t* readback_dwords = reinterpret_cast(readback_mapping); for (uint32_t i = 0; i < memexport_range_count; ++i) { const MemExportRange& memexport_range = memexport_ranges[i]; std::memcpy(memory_->TranslatePhysical( memexport_range.base_address_dwords << 2), readback_dwords, memexport_range.size_dwords << 2); readback_dwords += memexport_range.size_dwords; } D3D12_RANGE readback_write_range = {}; readback_buffer->Unmap(0, &readback_write_range); } } } } } return true; } void D3D12CommandProcessor::InitializeTrace() { BeginSubmission(false); bool render_target_cache_submitted = render_target_cache_->InitializeTraceSubmitDownloads(); bool shared_memory_submitted = shared_memory_->InitializeTraceSubmitDownloads(); if (!render_target_cache_submitted && !shared_memory_submitted) { return; } if (!EndSubmission(false)) { return; } AwaitAllSubmissionsCompletion(); if (render_target_cache_submitted) { render_target_cache_->InitializeTraceCompleteDownloads(); } if (shared_memory_submitted) { shared_memory_->InitializeTraceCompleteDownloads(); } } void D3D12CommandProcessor::FinalizeTrace() {} bool D3D12CommandProcessor::IssueCopy() { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES BeginSubmission(true); uint32_t written_address, written_length; if (!render_target_cache_->Resolve(shared_memory_.get(), texture_cache_.get(), memory_, written_address, written_length)) { return false; } if (cvars::d3d12_readback_resolve && !texture_cache_->IsResolutionScale2X() && written_length) { // Read the resolved data on the CPU. ID3D12Resource* readback_buffer = RequestReadbackBuffer(written_length); if (readback_buffer != nullptr) { shared_memory_->UseAsCopySource(); SubmitBarriers(); ID3D12Resource* shared_memory_buffer = shared_memory_->GetBuffer(); deferred_command_list_->D3DCopyBufferRegion( readback_buffer, 0, shared_memory_buffer, written_address, written_length); if (EndSubmission(false)) { AwaitAllSubmissionsCompletion(); D3D12_RANGE readback_range; readback_range.Begin = 0; readback_range.End = written_length; void* readback_mapping; if (SUCCEEDED( readback_buffer->Map(0, &readback_range, &readback_mapping))) { std::memcpy(memory_->TranslatePhysical(written_address), readback_mapping, written_length); D3D12_RANGE readback_write_range = {}; readback_buffer->Unmap(0, &readback_write_range); } } } } return true; } void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES bool is_opening_frame = is_guest_command && !frame_open_; if (submission_open_ && !is_opening_frame) { return; } // Check the fence - needed for all kinds of submissions (to reclaim transient // resources early) and specifically for frames (not to queue too many). submission_completed_ = submission_fence_->GetCompletedValue(); if (is_opening_frame) { // Await the availability of the current frame. uint64_t frame_current_last_submission = closed_frame_submissions_[frame_current_ % kQueueFrames]; if (frame_current_last_submission > submission_completed_) { submission_fence_->SetEventOnCompletion( frame_current_last_submission, submission_fence_completion_event_); WaitForSingleObject(submission_fence_completion_event_, INFINITE); submission_completed_ = submission_fence_->GetCompletedValue(); } // Update the completed frame index, also obtaining the actual completed // frame number (since the CPU may be actually less than 3 frames behind) // before reclaiming resources tracked with the frame number. frame_completed_ = std::max(frame_current_, uint64_t(kQueueFrames)) - kQueueFrames; for (uint64_t frame = frame_completed_ + 1; frame < frame_current_; ++frame) { if (closed_frame_submissions_[frame % kQueueFrames] > submission_completed_) { break; } frame_completed_ = frame; } } // Reclaim command allocators. while (command_allocator_submitted_first_) { if (command_allocator_submitted_first_->last_usage_submission > submission_completed_) { break; } if (command_allocator_writable_last_) { command_allocator_writable_last_->next = command_allocator_submitted_first_; } else { command_allocator_writable_first_ = command_allocator_submitted_first_; } command_allocator_writable_last_ = command_allocator_submitted_first_; command_allocator_submitted_first_ = command_allocator_submitted_first_->next; command_allocator_writable_last_->next = nullptr; } if (!command_allocator_submitted_first_) { command_allocator_submitted_last_ = nullptr; } // Delete transient buffers marked for deletion. auto erase_buffers_end = buffers_for_deletion_.begin(); while (erase_buffers_end != buffers_for_deletion_.end()) { if (erase_buffers_end->last_usage_submission > submission_completed_) { ++erase_buffers_end; break; } erase_buffers_end->buffer->Release(); ++erase_buffers_end; } buffers_for_deletion_.erase(buffers_for_deletion_.begin(), erase_buffers_end); if (!submission_open_) { submission_open_ = true; // Start a new deferred command list - will submit it to the real one in the // end of the submission (when async pipeline state object creation requests // are fulfilled). deferred_command_list_->Reset(); // Reset cached state of the command list. ff_viewport_update_needed_ = true; ff_scissor_update_needed_ = true; ff_blend_factor_update_needed_ = true; ff_stencil_ref_update_needed_ = true; current_sample_positions_ = MsaaSamples::k1X; current_cached_pipeline_ = nullptr; current_external_pipeline_ = nullptr; current_graphics_root_signature_ = nullptr; current_graphics_root_up_to_date_ = 0; current_view_heap_ = nullptr; current_sampler_heap_ = nullptr; primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; shared_memory_->BeginSubmission(); render_target_cache_->BeginSubmission(); primitive_converter_->BeginSubmission(); } if (is_opening_frame) { frame_open_ = true; // Reset bindings that depend on the data stored in the pools. std::memset(current_float_constant_map_vertex_, 0, sizeof(current_float_constant_map_vertex_)); std::memset(current_float_constant_map_pixel_, 0, sizeof(current_float_constant_map_pixel_)); cbuffer_bindings_system_.up_to_date = false; cbuffer_bindings_float_vertex_.up_to_date = false; cbuffer_bindings_float_pixel_.up_to_date = false; cbuffer_bindings_bool_loop_.up_to_date = false; cbuffer_bindings_fetch_.up_to_date = false; draw_view_heap_index_ = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid; draw_sampler_heap_index_ = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid; texture_bindings_written_vertex_ = false; texture_bindings_written_pixel_ = false; samplers_written_vertex_ = false; samplers_written_pixel_ = false; // Reclaim pool pages - no need to do this every small submission since some // may be reused. constant_buffer_pool_->Reclaim(frame_completed_); view_heap_pool_->Reclaim(frame_completed_); sampler_heap_pool_->Reclaim(frame_completed_); pix_capturing_ = pix_capture_requested_.exchange(false, std::memory_order_relaxed); if (pix_capturing_) { IDXGraphicsAnalysis* graphics_analysis = GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis(); if (graphics_analysis != nullptr) { graphics_analysis->BeginCapture(); } } texture_cache_->BeginFrame(); primitive_converter_->BeginFrame(); } } bool D3D12CommandProcessor::EndSubmission(bool is_swap) { auto provider = GetD3D12Context()->GetD3D12Provider(); // Make sure there is a command allocator to write commands to. if (submission_open_ && !command_allocator_writable_first_) { ID3D12CommandAllocator* command_allocator; if (FAILED(provider->GetDevice()->CreateCommandAllocator( D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&command_allocator)))) { XELOGE("Failed to create a command allocator"); // Try to submit later. Completely dropping the submission is not // permitted because resources would be left in an undefined state. return false; } command_allocator_writable_first_ = new CommandAllocator; command_allocator_writable_first_->command_allocator = command_allocator; command_allocator_writable_first_->last_usage_submission = 0; command_allocator_writable_first_->next = nullptr; command_allocator_writable_last_ = command_allocator_writable_first_; } bool is_closing_frame = is_swap && frame_open_; if (is_closing_frame) { texture_cache_->EndFrame(); } if (submission_open_) { assert_false(scratch_buffer_used_); pipeline_cache_->EndSubmission(); // Submit barriers now because resources with the queued barriers may be // destroyed between frames. SubmitBarriers(); auto direct_queue = provider->GetDirectQueue(); // Submit the command list. ID3D12CommandAllocator* command_allocator = command_allocator_writable_first_->command_allocator; command_allocator->Reset(); command_list_->Reset(command_allocator, nullptr); deferred_command_list_->Execute(command_list_, command_list_1_); command_list_->Close(); ID3D12CommandList* execute_command_lists[] = {command_list_}; direct_queue->ExecuteCommandLists(1, execute_command_lists); command_allocator_writable_first_->last_usage_submission = submission_current_; if (command_allocator_submitted_last_) { command_allocator_submitted_last_->next = command_allocator_writable_first_; } else { command_allocator_submitted_first_ = command_allocator_writable_first_; } command_allocator_submitted_last_ = command_allocator_writable_first_; command_allocator_writable_first_ = command_allocator_writable_first_->next; command_allocator_submitted_last_->next = nullptr; if (!command_allocator_writable_first_) { command_allocator_writable_last_ = nullptr; } direct_queue->Signal(submission_fence_, submission_current_++); submission_open_ = false; } if (is_closing_frame) { // Close the capture after submitting. if (pix_capturing_) { IDXGraphicsAnalysis* graphics_analysis = provider->GetGraphicsAnalysis(); if (graphics_analysis != nullptr) { graphics_analysis->EndCapture(); } pix_capturing_ = false; } frame_open_ = false; // Submission already closed now, so minus 1. closed_frame_submissions_[(frame_current_++) % kQueueFrames] = submission_current_ - 1; if (cache_clear_requested_) { cache_clear_requested_ = false; AwaitAllSubmissionsCompletion(); ClearCommandAllocatorCache(); ui::d3d12::util::ReleaseAndNull(scratch_buffer_); scratch_buffer_size_ = 0; sampler_heap_pool_->ClearCache(); view_heap_pool_->ClearCache(); constant_buffer_pool_->ClearCache(); primitive_converter_->ClearCache(); pipeline_cache_->ClearCache(); render_target_cache_->ClearCache(); texture_cache_->ClearCache(); for (auto it : root_signatures_) { it.second->Release(); } root_signatures_.clear(); // TODO(Triang3l): Shared memory cache clear. // shared_memory_->ClearCache(); } } return true; } void D3D12CommandProcessor::AwaitAllSubmissionsCompletion() { // May be called if shutting down without everything set up. if ((submission_completed_ + 1) >= submission_current_ || !submission_fence_ || GetD3D12Context()->WasLost()) { return; } submission_fence_->SetEventOnCompletion(submission_current_ - 1, submission_fence_completion_event_); WaitForSingleObject(submission_fence_completion_event_, INFINITE); submission_completed_ = submission_current_ - 1; } void D3D12CommandProcessor::ClearCommandAllocatorCache() { while (command_allocator_submitted_first_) { auto next = command_allocator_submitted_first_->next; command_allocator_submitted_first_->command_allocator->Release(); delete command_allocator_submitted_first_; command_allocator_submitted_first_ = next; } command_allocator_submitted_last_ = nullptr; while (command_allocator_writable_first_) { auto next = command_allocator_writable_first_->next; command_allocator_writable_first_->command_allocator->Release(); delete command_allocator_writable_first_; command_allocator_writable_first_ = next; } command_allocator_writable_last_ = nullptr; } void D3D12CommandProcessor::UpdateFixedFunctionState(bool primitive_two_faced) { auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES // Window parameters. // http://ftp.tku.edu.tw/NetBSD/NetBSD-current/xsrc/external/mit/xf86-video-ati/dist/src/r600_reg_auto_r6xx.h // See r200UpdateWindow: // https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c auto pa_sc_window_offset = regs.Get(); // Supersampling replacing multisampling due to difficulties of emulating // EDRAM with multisampling with RTV/DSV (with ROV, there's MSAA), and also // resolution scale. uint32_t pixel_size_x, pixel_size_y; if (IsROVUsedForEDRAM()) { pixel_size_x = 1; pixel_size_y = 1; } else { MsaaSamples msaa_samples = regs.Get().msaa_samples; pixel_size_x = msaa_samples >= MsaaSamples::k4X ? 2 : 1; pixel_size_y = msaa_samples >= MsaaSamples::k2X ? 2 : 1; } if (texture_cache_->IsResolutionScale2X()) { pixel_size_x *= 2; pixel_size_y *= 2; } // Viewport. // PA_CL_VTE_CNTL contains whether offsets and scales are enabled. // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf // In games, either all are enabled (for regular drawing) or none are (for // rectangle lists usually). // // If scale/offset is enabled, the Xenos shader is writing (neglecting W // division) position in the NDC (-1, -1, dx_clip_space_def - 1) -> (1, 1, 1) // box. If it's not, the position is in screen space. Since we can only use // the NDC in PC APIs, we use a viewport of the largest possible size, and // divide the position by it in translated shaders. auto pa_cl_vte_cntl = regs.Get(); float viewport_scale_x = pa_cl_vte_cntl.vport_x_scale_ena ? std::abs(regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32) : 1280.0f; float viewport_scale_y = pa_cl_vte_cntl.vport_y_scale_ena ? std::abs(regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32) : 1280.0f; float viewport_scale_z = pa_cl_vte_cntl.vport_z_scale_ena ? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 : 1.0f; float viewport_offset_x = pa_cl_vte_cntl.vport_x_offset_ena ? regs[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32 : std::abs(viewport_scale_x); float viewport_offset_y = pa_cl_vte_cntl.vport_y_offset_ena ? regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32 : std::abs(viewport_scale_y); float viewport_offset_z = pa_cl_vte_cntl.vport_z_offset_ena ? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32 : 0.0f; if (regs.Get().vtx_window_offset_enable) { viewport_offset_x += float(pa_sc_window_offset.window_x_offset); viewport_offset_y += float(pa_sc_window_offset.window_y_offset); } D3D12_VIEWPORT viewport; viewport.TopLeftX = (viewport_offset_x - viewport_scale_x) * float(pixel_size_x); viewport.TopLeftY = (viewport_offset_y - viewport_scale_y) * float(pixel_size_y); viewport.Width = viewport_scale_x * 2.0f * float(pixel_size_x); viewport.Height = viewport_scale_y * 2.0f * float(pixel_size_y); viewport.MinDepth = viewport_offset_z; viewport.MaxDepth = viewport_offset_z + viewport_scale_z; if (viewport_scale_z < 0.0f) { // MinDepth > MaxDepth doesn't work on Nvidia, emulating it in vertex // shaders and when applying polygon offset. std::swap(viewport.MinDepth, viewport.MaxDepth); } ff_viewport_update_needed_ |= ff_viewport_.TopLeftX != viewport.TopLeftX; ff_viewport_update_needed_ |= ff_viewport_.TopLeftY != viewport.TopLeftY; ff_viewport_update_needed_ |= ff_viewport_.Width != viewport.Width; ff_viewport_update_needed_ |= ff_viewport_.Height != viewport.Height; ff_viewport_update_needed_ |= ff_viewport_.MinDepth != viewport.MinDepth; ff_viewport_update_needed_ |= ff_viewport_.MaxDepth != viewport.MaxDepth; if (ff_viewport_update_needed_) { ff_viewport_ = viewport; deferred_command_list_->RSSetViewport(viewport); ff_viewport_update_needed_ = false; } // Scissor. auto pa_sc_window_scissor_tl = regs.Get(); auto pa_sc_window_scissor_br = regs.Get(); D3D12_RECT scissor; scissor.left = pa_sc_window_scissor_tl.tl_x; scissor.top = pa_sc_window_scissor_tl.tl_y; scissor.right = pa_sc_window_scissor_br.br_x; scissor.bottom = pa_sc_window_scissor_br.br_y; if (!pa_sc_window_scissor_tl.window_offset_disable) { scissor.left = std::max(scissor.left + pa_sc_window_offset.window_x_offset, LONG(0)); scissor.top = std::max(scissor.top + pa_sc_window_offset.window_y_offset, LONG(0)); scissor.right = std::max(scissor.right + pa_sc_window_offset.window_x_offset, LONG(0)); scissor.bottom = std::max(scissor.bottom + pa_sc_window_offset.window_y_offset, LONG(0)); } scissor.left *= pixel_size_x; scissor.top *= pixel_size_y; scissor.right *= pixel_size_x; scissor.bottom *= pixel_size_y; ff_scissor_update_needed_ |= ff_scissor_.left != scissor.left; ff_scissor_update_needed_ |= ff_scissor_.top != scissor.top; ff_scissor_update_needed_ |= ff_scissor_.right != scissor.right; ff_scissor_update_needed_ |= ff_scissor_.bottom != scissor.bottom; if (ff_scissor_update_needed_) { ff_scissor_ = scissor; deferred_command_list_->RSSetScissorRect(scissor); ff_scissor_update_needed_ = false; } if (!IsROVUsedForEDRAM()) { // Blend factor. ff_blend_factor_update_needed_ |= ff_blend_factor_[0] != regs[XE_GPU_REG_RB_BLEND_RED].f32; ff_blend_factor_update_needed_ |= ff_blend_factor_[1] != regs[XE_GPU_REG_RB_BLEND_GREEN].f32; ff_blend_factor_update_needed_ |= ff_blend_factor_[2] != regs[XE_GPU_REG_RB_BLEND_BLUE].f32; ff_blend_factor_update_needed_ |= ff_blend_factor_[3] != regs[XE_GPU_REG_RB_BLEND_ALPHA].f32; if (ff_blend_factor_update_needed_) { ff_blend_factor_[0] = regs[XE_GPU_REG_RB_BLEND_RED].f32; ff_blend_factor_[1] = regs[XE_GPU_REG_RB_BLEND_GREEN].f32; ff_blend_factor_[2] = regs[XE_GPU_REG_RB_BLEND_BLUE].f32; ff_blend_factor_[3] = regs[XE_GPU_REG_RB_BLEND_ALPHA].f32; deferred_command_list_->D3DOMSetBlendFactor(ff_blend_factor_); ff_blend_factor_update_needed_ = false; } // Stencil reference value. Per-face reference not supported by Direct3D 12, // choose the back face one only if drawing only back faces. Register stencil_ref_mask_reg; auto pa_su_sc_mode_cntl = regs.Get(); if (primitive_two_faced && regs.Get().backface_enable && pa_su_sc_mode_cntl.cull_front && !pa_su_sc_mode_cntl.cull_back) { stencil_ref_mask_reg = XE_GPU_REG_RB_STENCILREFMASK_BF; } else { stencil_ref_mask_reg = XE_GPU_REG_RB_STENCILREFMASK; } uint32_t stencil_ref = regs.Get(stencil_ref_mask_reg).stencilref; ff_stencil_ref_update_needed_ |= ff_stencil_ref_ != stencil_ref; if (ff_stencil_ref_update_needed_) { ff_stencil_ref_ = stencil_ref; deferred_command_list_->D3DOMSetStencilRef(stencil_ref); ff_stencil_ref_update_needed_ = false; } } } void D3D12CommandProcessor::UpdateSystemConstantValues( bool shared_memory_is_uav, bool primitive_two_faced, uint32_t line_loop_closing_index, Endian index_endian, uint32_t edge_factor_base, bool early_z, uint32_t color_mask, const RenderTargetCache::PipelineRenderTarget render_targets[4]) { auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto pa_cl_clip_cntl = regs.Get(); auto pa_cl_vte_cntl = regs.Get(); auto pa_su_point_minmax = regs.Get(); auto pa_su_point_size = regs.Get(); auto pa_su_sc_mode_cntl = regs.Get(); auto pa_su_vtx_cntl = regs.Get(); float rb_alpha_ref = regs[XE_GPU_REG_RB_ALPHA_REF].f32; auto rb_colorcontrol = regs.Get(); auto rb_depth_info = regs.Get(); auto rb_depthcontrol = regs.Get(); auto rb_stencilrefmask = regs.Get(); auto rb_stencilrefmask_bf = regs.Get(XE_GPU_REG_RB_STENCILREFMASK_BF); auto rb_surface_info = regs.Get(); auto sq_context_misc = regs.Get(); auto sq_program_cntl = regs.Get(); int32_t vgt_indx_offset = int32_t(regs[XE_GPU_REG_VGT_INDX_OFFSET].u32); // Get the color info register values for each render target, and also put // some safety measures for the ROV path - disable fully aliased render // targets. Also, for ROV, exclude components that don't exist in the format // from the write mask. reg::RB_COLOR_INFO color_infos[4]; float rt_clamp[4][4]; uint32_t rt_keep_masks[4][2]; for (uint32_t i = 0; i < 4; ++i) { auto color_info = regs.Get( reg::RB_COLOR_INFO::rt_register_indices[i]); color_infos[i] = color_info; if (IsROVUsedForEDRAM()) { // Get the mask for keeping previous color's components unmodified, // or two UINT32_MAX if no colors actually existing in the RT are written. DxbcShaderTranslator::ROV_GetColorFormatSystemConstants( color_info.color_format, (color_mask >> (i * 4)) & 0b1111, rt_clamp[i][0], rt_clamp[i][1], rt_clamp[i][2], rt_clamp[i][3], rt_keep_masks[i][0], rt_keep_masks[i][1]); // Disable the render target if it has the same EDRAM base as another one // (with a smaller index - assume it's more important). if (rt_keep_masks[i][0] == UINT32_MAX && rt_keep_masks[i][1] == UINT32_MAX) { for (uint32_t j = 0; j < i; ++j) { if (color_info.color_base == color_infos[j].color_base && (rt_keep_masks[j][0] != UINT32_MAX || rt_keep_masks[j][1] != UINT32_MAX)) { rt_keep_masks[i][0] = UINT32_MAX; rt_keep_masks[i][1] = UINT32_MAX; break; } } } } } // Disable depth and stencil if it aliases a color render target (for // instance, during the XBLA logo in Banjo-Kazooie, though depth writing is // already disabled there). bool depth_stencil_enabled = rb_depthcontrol.stencil_enable || rb_depthcontrol.z_enable; if (IsROVUsedForEDRAM() && depth_stencil_enabled) { for (uint32_t i = 0; i < 4; ++i) { if (rb_depth_info.depth_base == color_infos[i].color_base && (rt_keep_masks[i][0] != UINT32_MAX || rt_keep_masks[i][1] != UINT32_MAX)) { depth_stencil_enabled = false; break; } } } // Get viewport Z scale - needed for flags and ROV output. float viewport_scale_z = pa_cl_vte_cntl.vport_z_scale_ena ? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 : 1.0f; bool dirty = false; // Flags. uint32_t flags = 0; // Whether shared memory is an SRV or a UAV. Because a resource can't be in a // read-write (UAV) and a read-only (SRV, IBV) state at once, if any shader in // the pipeline uses memexport, the shared memory buffer must be a UAV. if (shared_memory_is_uav) { flags |= DxbcShaderTranslator::kSysFlag_SharedMemoryIsUAV; } // W0 division control. // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf // 8: VTX_XY_FMT = true: the incoming XY have already been multiplied by 1/W0. // = false: multiply the X, Y coordinates by 1/W0. // 9: VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0. // = false: multiply the Z coordinate by 1/W0. // 10: VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal // to get 1/W0. if (pa_cl_vte_cntl.vtx_xy_fmt) { flags |= DxbcShaderTranslator::kSysFlag_XYDividedByW; } if (pa_cl_vte_cntl.vtx_z_fmt) { flags |= DxbcShaderTranslator::kSysFlag_ZDividedByW; } if (pa_cl_vte_cntl.vtx_w0_fmt) { flags |= DxbcShaderTranslator::kSysFlag_WNotReciprocal; } // User clip planes (UCP_ENA_#), when not CLIP_DISABLE. if (!pa_cl_clip_cntl.clip_disable) { flags |= (pa_cl_clip_cntl.value & 0b111111) << DxbcShaderTranslator::kSysFlag_UserClipPlane0_Shift; } // Reversed depth. if (viewport_scale_z < 0.0f) { flags |= DxbcShaderTranslator::kSysFlag_ReverseZ; } // Alpha test. if (rb_colorcontrol.alpha_test_enable) { flags |= uint32_t(rb_colorcontrol.alpha_func) << DxbcShaderTranslator::kSysFlag_AlphaPassIfLess_Shift; } else { flags |= DxbcShaderTranslator::kSysFlag_AlphaPassIfLess | DxbcShaderTranslator::kSysFlag_AlphaPassIfEqual | DxbcShaderTranslator::kSysFlag_AlphaPassIfGreater; } // Alpha to coverage. if (rb_colorcontrol.alpha_to_mask_enable) { flags |= DxbcShaderTranslator::kSysFlag_AlphaToCoverage; } // Gamma writing. for (uint32_t i = 0; i < 4; ++i) { if (color_infos[i].color_format == ColorRenderTargetFormat::k_8_8_8_8_GAMMA) { flags |= DxbcShaderTranslator::kSysFlag_Color0Gamma << i; } } if (IsROVUsedForEDRAM() && depth_stencil_enabled) { flags |= DxbcShaderTranslator::kSysFlag_ROVDepthStencil; if (rb_depth_info.depth_format == DepthRenderTargetFormat::kD24FS8) { flags |= DxbcShaderTranslator::kSysFlag_ROVDepthFloat24; } if (rb_depthcontrol.z_enable) { flags |= uint32_t(rb_depthcontrol.zfunc) << DxbcShaderTranslator::kSysFlag_ROVDepthPassIfLess_Shift; if (rb_depthcontrol.z_write_enable) { flags |= DxbcShaderTranslator::kSysFlag_ROVDepthWrite; } } else { // In case stencil is used without depth testing - always pass, and // don't modify the stored depth. flags |= DxbcShaderTranslator::kSysFlag_ROVDepthPassIfLess | DxbcShaderTranslator::kSysFlag_ROVDepthPassIfEqual | DxbcShaderTranslator::kSysFlag_ROVDepthPassIfGreater; } if (rb_depthcontrol.stencil_enable) { flags |= DxbcShaderTranslator::kSysFlag_ROVStencilTest; } if (early_z) { flags |= DxbcShaderTranslator::kSysFlag_ROVDepthStencilEarlyWrite; } } dirty |= system_constants_.flags != flags; system_constants_.flags = flags; // Tessellation factor range, plus 1.0 according to the images in // https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360 float tessellation_factor_min = regs[XE_GPU_REG_VGT_HOS_MIN_TESS_LEVEL].f32 + 1.0f; float tessellation_factor_max = regs[XE_GPU_REG_VGT_HOS_MAX_TESS_LEVEL].f32 + 1.0f; dirty |= system_constants_.tessellation_factor_range_min != tessellation_factor_min; system_constants_.tessellation_factor_range_min = tessellation_factor_min; dirty |= system_constants_.tessellation_factor_range_max != tessellation_factor_max; system_constants_.tessellation_factor_range_max = tessellation_factor_max; // Line loop closing index (or 0 when drawing other primitives or using an // index buffer). dirty |= system_constants_.line_loop_closing_index != line_loop_closing_index; system_constants_.line_loop_closing_index = line_loop_closing_index; // Vertex index offset. dirty |= system_constants_.vertex_base_index != vgt_indx_offset; system_constants_.vertex_base_index = vgt_indx_offset; // Index buffer endianness and adaptive tessellation factors. uint32_t index_endian_and_edge_factors = uint32_t(index_endian) | edge_factor_base; dirty |= system_constants_.vertex_index_endian_and_edge_factors != index_endian_and_edge_factors; system_constants_.vertex_index_endian_and_edge_factors = index_endian_and_edge_factors; // User clip planes (UCP_ENA_#), when not CLIP_DISABLE. if (!pa_cl_clip_cntl.clip_disable) { for (uint32_t i = 0; i < 6; ++i) { if (!(pa_cl_clip_cntl.value & (1 << i))) { continue; } const float* ucp = ®s[XE_GPU_REG_PA_CL_UCP_0_X + i * 4].f32; if (std::memcmp(system_constants_.user_clip_planes[i], ucp, 4 * sizeof(float))) { dirty = true; std::memcpy(system_constants_.user_clip_planes[i], ucp, 4 * sizeof(float)); } } } // Conversion to Direct3D 12 normalized device coordinates. // See viewport configuration in UpdateFixedFunctionState for explanations. // X and Y scale/offset is to convert unnormalized coordinates generated by // shaders (for rectangle list drawing, for instance) to the 2560x2560 // viewport that is used to emulate unnormalized coordinates. // Z scale/offset is to convert from OpenGL NDC to Direct3D NDC if needed. // Also apply half-pixel offset to reproduce Direct3D 9 rasterization rules. // TODO(Triang3l): Check if pixel coordinates need to be offset depending on a // different register (and if there's such register at all). float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32; float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32; // When VPORT_Z_SCALE_ENA is disabled, Z/W is directly what is expected to be // written to the depth buffer, and for some reason DX_CLIP_SPACE_DEF isn't // set in this case in draws in games. bool gl_clip_space_def = !pa_cl_clip_cntl.dx_clip_space_def && pa_cl_vte_cntl.vport_z_scale_ena; float ndc_scale_x, ndc_scale_y, ndc_scale_z; if (primitive_two_faced && pa_su_sc_mode_cntl.cull_front && pa_su_sc_mode_cntl.cull_back) { // Kill all primitives if both faces are culled, but the vertex shader still // needs to do memexport (not NaN because of comparison for setting the // dirty flag). ndc_scale_x = ndc_scale_y = ndc_scale_z = 0; } else { if (pa_cl_vte_cntl.vport_x_scale_ena) { ndc_scale_x = viewport_scale_x >= 0.0f ? 1.0f : -1.0f; } else { ndc_scale_x = 1.0f / 1280.0f; } if (pa_cl_vte_cntl.vport_y_scale_ena) { ndc_scale_y = viewport_scale_y >= 0.0f ? -1.0f : 1.0f; } else { ndc_scale_y = -1.0f / 1280.0f; } ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f; } float ndc_offset_x = pa_cl_vte_cntl.vport_x_offset_ena ? 0.0f : -1.0f; float ndc_offset_y = pa_cl_vte_cntl.vport_y_offset_ena ? 0.0f : 1.0f; float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f; // Like in OpenGL - VPOS giving pixel centers. // TODO(Triang3l): Check if ps_param_gen should give center positions in // OpenGL mode on the Xbox 360. float pixel_half_pixel_offset = 0.5f; if (cvars::d3d12_half_pixel_offset && !pa_su_vtx_cntl.pix_center) { // Signs are hopefully correct here, tested in GTA IV on both clearing // (without a viewport) and drawing things near the edges of the screen. if (pa_cl_vte_cntl.vport_x_scale_ena) { if (viewport_scale_x != 0.0f) { ndc_offset_x += 0.5f / viewport_scale_x; } } else { ndc_offset_x += 1.0f / 2560.0f; } if (pa_cl_vte_cntl.vport_y_scale_ena) { if (viewport_scale_y != 0.0f) { ndc_offset_y += 0.5f / viewport_scale_y; } } else { ndc_offset_y -= 1.0f / 2560.0f; } // Like in Direct3D 9 - VPOS giving the top-left corner. pixel_half_pixel_offset = 0.0f; } dirty |= system_constants_.ndc_scale[0] != ndc_scale_x; dirty |= system_constants_.ndc_scale[1] != ndc_scale_y; dirty |= system_constants_.ndc_scale[2] != ndc_scale_z; dirty |= system_constants_.ndc_offset[0] != ndc_offset_x; dirty |= system_constants_.ndc_offset[1] != ndc_offset_y; dirty |= system_constants_.ndc_offset[2] != ndc_offset_z; dirty |= system_constants_.pixel_half_pixel_offset != pixel_half_pixel_offset; system_constants_.ndc_scale[0] = ndc_scale_x; system_constants_.ndc_scale[1] = ndc_scale_y; system_constants_.ndc_scale[2] = ndc_scale_z; system_constants_.ndc_offset[0] = ndc_offset_x; system_constants_.ndc_offset[1] = ndc_offset_y; system_constants_.ndc_offset[2] = ndc_offset_z; system_constants_.pixel_half_pixel_offset = pixel_half_pixel_offset; // Point size. float point_size_x = float(pa_su_point_size.width) * 0.125f; float point_size_y = float(pa_su_point_size.height) * 0.125f; float point_size_min = float(pa_su_point_minmax.min_size) * 0.125f; float point_size_max = float(pa_su_point_minmax.max_size) * 0.125f; dirty |= system_constants_.point_size[0] != point_size_x; dirty |= system_constants_.point_size[1] != point_size_y; dirty |= system_constants_.point_size_min_max[0] != point_size_min; dirty |= system_constants_.point_size_min_max[1] != point_size_max; system_constants_.point_size[0] = point_size_x; system_constants_.point_size[1] = point_size_y; system_constants_.point_size_min_max[0] = point_size_min; system_constants_.point_size_min_max[1] = point_size_max; float point_screen_to_ndc_x, point_screen_to_ndc_y; if (pa_cl_vte_cntl.vport_x_scale_ena) { point_screen_to_ndc_x = (viewport_scale_x != 0.0f) ? (0.5f / viewport_scale_x) : 0.0f; } else { point_screen_to_ndc_x = 1.0f / 2560.0f; } if (pa_cl_vte_cntl.vport_y_scale_ena) { point_screen_to_ndc_y = (viewport_scale_y != 0.0f) ? (-0.5f / viewport_scale_y) : 0.0f; } else { point_screen_to_ndc_y = -1.0f / 2560.0f; } dirty |= system_constants_.point_screen_to_ndc[0] != point_screen_to_ndc_x; dirty |= system_constants_.point_screen_to_ndc[1] != point_screen_to_ndc_y; system_constants_.point_screen_to_ndc[0] = point_screen_to_ndc_x; system_constants_.point_screen_to_ndc[1] = point_screen_to_ndc_y; // Pixel position register. uint32_t pixel_pos_reg = sq_program_cntl.param_gen ? sq_context_misc.param_gen_pos : UINT_MAX; dirty |= system_constants_.pixel_pos_reg != pixel_pos_reg; system_constants_.pixel_pos_reg = pixel_pos_reg; // Log2 of sample count, for scaling VPOS with SSAA (without ROV) and for // EDRAM address calculation with MSAA (with ROV). uint32_t sample_count_log2_x = rb_surface_info.msaa_samples >= MsaaSamples::k4X ? 1 : 0; uint32_t sample_count_log2_y = rb_surface_info.msaa_samples >= MsaaSamples::k2X ? 1 : 0; dirty |= system_constants_.sample_count_log2[0] != sample_count_log2_x; dirty |= system_constants_.sample_count_log2[1] != sample_count_log2_y; system_constants_.sample_count_log2[0] = sample_count_log2_x; system_constants_.sample_count_log2[1] = sample_count_log2_y; // Alpha test. dirty |= system_constants_.alpha_test_reference != rb_alpha_ref; system_constants_.alpha_test_reference = rb_alpha_ref; // EDRAM pitch for ROV writing. if (IsROVUsedForEDRAM()) { uint32_t edram_pitch_tiles = ((std::min(rb_surface_info.surface_pitch, 2560u) * (rb_surface_info.msaa_samples >= MsaaSamples::k4X ? 2 : 1)) + 79) / 80; dirty |= system_constants_.edram_pitch_tiles != edram_pitch_tiles; system_constants_.edram_pitch_tiles = edram_pitch_tiles; } // Color exponent bias and output index mapping or ROV render target writing. for (uint32_t i = 0; i < 4; ++i) { reg::RB_COLOR_INFO color_info = color_infos[i]; // Exponent bias is in bits 20:25 of RB_COLOR_INFO. int32_t color_exp_bias = color_info.color_exp_bias; if (color_info.color_format == ColorRenderTargetFormat::k_16_16 || color_info.color_format == ColorRenderTargetFormat::k_16_16_16_16) { // On the Xbox 360, k_16_16_EDRAM and k_16_16_16_16_EDRAM internally have // -32...32 range and expect shaders to give -32...32 values, but they're // emulated using normalized RG16/RGBA16 when not using the ROV, so the // value returned from the shader needs to be divided by 32 (blending will // be incorrect in this case, but there's no other way without using ROV, // though there's an option to limit the range to -1...1). // http://www.students.science.uu.nl/~3220516/advancedgraphics/papers/inferred_lighting.pdf if (!IsROVUsedForEDRAM() && cvars::d3d12_16bit_rtv_full_range) { color_exp_bias -= 5; } } float color_exp_bias_scale; *reinterpret_cast(&color_exp_bias_scale) = 0x3F800000 + (color_exp_bias << 23); dirty |= system_constants_.color_exp_bias[i] != color_exp_bias_scale; system_constants_.color_exp_bias[i] = color_exp_bias_scale; if (IsROVUsedForEDRAM()) { dirty |= system_constants_.edram_rt_keep_mask[i][0] != rt_keep_masks[i][0]; system_constants_.edram_rt_keep_mask[i][0] = rt_keep_masks[i][0]; dirty |= system_constants_.edram_rt_keep_mask[i][1] != rt_keep_masks[i][1]; system_constants_.edram_rt_keep_mask[i][1] = rt_keep_masks[i][1]; if (rt_keep_masks[i][0] != UINT32_MAX || rt_keep_masks[i][1] != UINT32_MAX) { uint32_t rt_base_dwords_scaled = color_info.color_base * 1280; if (texture_cache_->IsResolutionScale2X()) { rt_base_dwords_scaled <<= 2; } dirty |= system_constants_.edram_rt_base_dwords_scaled[i] != rt_base_dwords_scaled; system_constants_.edram_rt_base_dwords_scaled[i] = rt_base_dwords_scaled; uint32_t format_flags = DxbcShaderTranslator::ROV_AddColorFormatFlags( color_info.color_format); dirty |= system_constants_.edram_rt_format_flags[i] != format_flags; system_constants_.edram_rt_format_flags[i] = format_flags; // Can't do float comparisons here because NaNs would result in always // setting the dirty flag. dirty |= std::memcmp(system_constants_.edram_rt_clamp[i], rt_clamp[i], 4 * sizeof(float)) != 0; std::memcpy(system_constants_.edram_rt_clamp[i], rt_clamp[i], 4 * sizeof(float)); uint32_t blend_factors_ops = regs[reg::RB_BLENDCONTROL::rt_register_indices[i]].u32 & 0x1FFF1FFF; dirty |= system_constants_.edram_rt_blend_factors_ops[i] != blend_factors_ops; system_constants_.edram_rt_blend_factors_ops[i] = blend_factors_ops; } } else { dirty |= system_constants_.color_output_map[i] != render_targets[i].guest_render_target; system_constants_.color_output_map[i] = render_targets[i].guest_render_target; } } // Resolution scale, depth/stencil testing and blend constant for ROV. if (IsROVUsedForEDRAM()) { uint32_t resolution_square_scale = texture_cache_->IsResolutionScale2X() ? 4 : 1; dirty |= system_constants_.edram_resolution_square_scale != resolution_square_scale; system_constants_.edram_resolution_square_scale = resolution_square_scale; uint32_t depth_base_dwords = rb_depth_info.depth_base * 1280; dirty |= system_constants_.edram_depth_base_dwords != depth_base_dwords; system_constants_.edram_depth_base_dwords = depth_base_dwords; // The Z range is reversed in the vertex shader if it's reverse - use the // absolute value of the scale. float depth_range_scale = std::abs(viewport_scale_z); dirty |= system_constants_.edram_depth_range_scale != depth_range_scale; system_constants_.edram_depth_range_scale = depth_range_scale; float depth_range_offset = pa_cl_vte_cntl.vport_z_offset_ena ? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32 : 0.0f; if (viewport_scale_z < 0.0f) { // Similar to MinDepth in fixed-function viewport calculation. depth_range_offset += viewport_scale_z; } dirty |= system_constants_.edram_depth_range_offset != depth_range_offset; system_constants_.edram_depth_range_offset = depth_range_offset; // For non-polygons, front polygon offset is used, and it's enabled if // POLY_OFFSET_PARA_ENABLED is set, for polygons, separate front and back // are used. float poly_offset_front_scale = 0.0f, poly_offset_front_offset = 0.0f; float poly_offset_back_scale = 0.0f, poly_offset_back_offset = 0.0f; if (primitive_two_faced) { if (pa_su_sc_mode_cntl.poly_offset_front_enable) { poly_offset_front_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32; poly_offset_front_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32; } if (pa_su_sc_mode_cntl.poly_offset_back_enable) { poly_offset_back_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32; poly_offset_back_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32; } } else { if (pa_su_sc_mode_cntl.poly_offset_para_enable) { poly_offset_front_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32; poly_offset_front_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32; poly_offset_back_scale = poly_offset_front_scale; poly_offset_back_offset = poly_offset_front_offset; } } // "slope computed in subpixels (1/12 or 1/16)" - R5xx Acceleration. Also: // https://github.com/mesa3d/mesa/blob/54ad9b444c8e73da498211870e785239ad3ff1aa/src/gallium/drivers/radeonsi/si_state.c#L943 poly_offset_front_scale *= 1.0f / 16.0f; poly_offset_back_scale *= 1.0f / 16.0f; if (texture_cache_->IsResolutionScale2X()) { poly_offset_front_scale *= 2.f; poly_offset_back_scale *= 2.f; } dirty |= system_constants_.edram_poly_offset_front_scale != poly_offset_front_scale; system_constants_.edram_poly_offset_front_scale = poly_offset_front_scale; dirty |= system_constants_.edram_poly_offset_front_offset != poly_offset_front_offset; system_constants_.edram_poly_offset_front_offset = poly_offset_front_offset; dirty |= system_constants_.edram_poly_offset_back_scale != poly_offset_back_scale; system_constants_.edram_poly_offset_back_scale = poly_offset_back_scale; dirty |= system_constants_.edram_poly_offset_back_offset != poly_offset_back_offset; system_constants_.edram_poly_offset_back_offset = poly_offset_back_offset; if (depth_stencil_enabled && rb_depthcontrol.stencil_enable) { dirty |= system_constants_.edram_stencil_front_reference != rb_stencilrefmask.stencilref; system_constants_.edram_stencil_front_reference = rb_stencilrefmask.stencilref; dirty |= system_constants_.edram_stencil_front_read_mask != rb_stencilrefmask.stencilmask; system_constants_.edram_stencil_front_read_mask = rb_stencilrefmask.stencilmask; dirty |= system_constants_.edram_stencil_front_write_mask != rb_stencilrefmask.stencilwritemask; system_constants_.edram_stencil_front_write_mask = rb_stencilrefmask.stencilwritemask; uint32_t stencil_func_ops = (rb_depthcontrol.value >> 8) & ((1 << 12) - 1); dirty |= system_constants_.edram_stencil_front_func_ops != stencil_func_ops; system_constants_.edram_stencil_front_func_ops = stencil_func_ops; if (primitive_two_faced && rb_depthcontrol.backface_enable) { dirty |= system_constants_.edram_stencil_back_reference != rb_stencilrefmask_bf.stencilref; system_constants_.edram_stencil_back_reference = rb_stencilrefmask_bf.stencilref; dirty |= system_constants_.edram_stencil_back_read_mask != rb_stencilrefmask_bf.stencilmask; system_constants_.edram_stencil_back_read_mask = rb_stencilrefmask_bf.stencilmask; dirty |= system_constants_.edram_stencil_back_write_mask != rb_stencilrefmask_bf.stencilwritemask; system_constants_.edram_stencil_back_write_mask = rb_stencilrefmask_bf.stencilwritemask; uint32_t stencil_func_ops_bf = (rb_depthcontrol.value >> 20) & ((1 << 12) - 1); dirty |= system_constants_.edram_stencil_back_func_ops != stencil_func_ops_bf; system_constants_.edram_stencil_back_func_ops = stencil_func_ops_bf; } else { dirty |= std::memcmp(system_constants_.edram_stencil_back, system_constants_.edram_stencil_front, 4 * sizeof(uint32_t)) != 0; std::memcpy(system_constants_.edram_stencil_back, system_constants_.edram_stencil_front, 4 * sizeof(uint32_t)); } } dirty |= system_constants_.edram_blend_constant[0] != regs[XE_GPU_REG_RB_BLEND_RED].f32; system_constants_.edram_blend_constant[0] = regs[XE_GPU_REG_RB_BLEND_RED].f32; dirty |= system_constants_.edram_blend_constant[1] != regs[XE_GPU_REG_RB_BLEND_GREEN].f32; system_constants_.edram_blend_constant[1] = regs[XE_GPU_REG_RB_BLEND_GREEN].f32; dirty |= system_constants_.edram_blend_constant[2] != regs[XE_GPU_REG_RB_BLEND_BLUE].f32; system_constants_.edram_blend_constant[2] = regs[XE_GPU_REG_RB_BLEND_BLUE].f32; dirty |= system_constants_.edram_blend_constant[3] != regs[XE_GPU_REG_RB_BLEND_ALPHA].f32; system_constants_.edram_blend_constant[3] = regs[XE_GPU_REG_RB_BLEND_ALPHA].f32; } cbuffer_bindings_system_.up_to_date &= !dirty; } bool D3D12CommandProcessor::UpdateBindings( const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) { auto provider = GetD3D12Context()->GetD3D12Provider(); auto device = provider->GetDevice(); auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES // Bind the new root signature. if (current_graphics_root_signature_ != root_signature) { current_graphics_root_signature_ = root_signature; GetRootExtraParameterIndices(vertex_shader, pixel_shader, current_graphics_root_extras_); // We don't know which root parameters are up to date anymore. current_graphics_root_up_to_date_ = 0; deferred_command_list_->D3DSetGraphicsRootSignature(root_signature); } XXH64_state_t hash_state; // Get textures and samplers used by the vertex shader. uint32_t texture_count_vertex, sampler_count_vertex; const D3D12Shader::TextureSRV* textures_vertex = vertex_shader->GetTextureSRVs(texture_count_vertex); uint64_t texture_bindings_hash_vertex = texture_count_vertex != 0 ? texture_cache_->GetDescriptorHashForActiveTextures( textures_vertex, texture_count_vertex) : 0; const D3D12Shader::SamplerBinding* samplers_vertex = vertex_shader->GetSamplerBindings(sampler_count_vertex); XXH64_reset(&hash_state, 0); for (uint32_t i = 0; i < sampler_count_vertex; ++i) { TextureCache::SamplerParameters sampler_parameters = texture_cache_->GetSamplerParameters(samplers_vertex[i]); XXH64_update(&hash_state, &sampler_parameters, sizeof(sampler_parameters)); } uint64_t samplers_hash_vertex = XXH64_digest(&hash_state); // Get textures and samplers used by the pixel shader. uint32_t texture_count_pixel, sampler_count_pixel; const D3D12Shader::TextureSRV* textures_pixel; const D3D12Shader::SamplerBinding* samplers_pixel; if (pixel_shader != nullptr) { textures_pixel = pixel_shader->GetTextureSRVs(texture_count_pixel); samplers_pixel = pixel_shader->GetSamplerBindings(sampler_count_pixel); } else { textures_pixel = nullptr; texture_count_pixel = 0; samplers_pixel = nullptr; sampler_count_pixel = 0; } uint64_t texture_bindings_hash_pixel = texture_count_pixel != 0 ? texture_cache_->GetDescriptorHashForActiveTextures( textures_pixel, texture_count_pixel) : 0; XXH64_reset(&hash_state, 0); for (uint32_t i = 0; i < sampler_count_pixel; ++i) { TextureCache::SamplerParameters sampler_parameters = texture_cache_->GetSamplerParameters(samplers_pixel[i]); XXH64_update(&hash_state, &sampler_parameters, sizeof(sampler_parameters)); } uint64_t samplers_hash_pixel = XXH64_digest(&hash_state); // Begin updating descriptors. bool write_system_constant_view = false; bool write_float_constant_view_vertex = false; bool write_float_constant_view_pixel = false; bool write_bool_loop_constant_view = false; bool write_fetch_constant_view = false; bool write_textures_vertex = texture_count_vertex != 0 && (!texture_bindings_written_vertex_ || current_texture_bindings_hash_vertex_ != texture_bindings_hash_vertex); bool write_textures_pixel = texture_count_pixel != 0 && (!texture_bindings_written_pixel_ || current_texture_bindings_hash_pixel_ != texture_bindings_hash_pixel); bool write_samplers_vertex = sampler_count_vertex != 0 && (!samplers_written_vertex_ || current_samplers_hash_vertex_ != samplers_hash_vertex); bool write_samplers_pixel = sampler_count_pixel != 0 && (!samplers_written_pixel_ || current_samplers_hash_pixel_ != samplers_hash_pixel); // Check if the float constant layout is still the same and get the counts. const Shader::ConstantRegisterMap& float_constant_map_vertex = vertex_shader->constant_register_map(); uint32_t float_constant_count_vertex = float_constant_map_vertex.float_count; // Even if the shader doesn't need any float constants, a valid binding must // still be provided, so if the first draw in the frame with the current root // signature doesn't have float constants at all, still allocate an empty // buffer. uint32_t float_constant_size_vertex = xe::align( uint32_t(std::max(float_constant_count_vertex, 1u) * 4 * sizeof(float)), 256u); for (uint32_t i = 0; i < 4; ++i) { if (current_float_constant_map_vertex_[i] != float_constant_map_vertex.float_bitmap[i]) { current_float_constant_map_vertex_[i] = float_constant_map_vertex.float_bitmap[i]; // If no float constants at all, we can reuse any buffer for them, so not // invalidating. if (float_constant_map_vertex.float_count != 0) { cbuffer_bindings_float_vertex_.up_to_date = false; } } } uint32_t float_constant_count_pixel = 0; if (pixel_shader != nullptr) { const Shader::ConstantRegisterMap& float_constant_map_pixel = pixel_shader->constant_register_map(); float_constant_count_pixel = float_constant_map_pixel.float_count; for (uint32_t i = 0; i < 4; ++i) { if (current_float_constant_map_pixel_[i] != float_constant_map_pixel.float_bitmap[i]) { current_float_constant_map_pixel_[i] = float_constant_map_pixel.float_bitmap[i]; if (float_constant_map_pixel.float_count != 0) { cbuffer_bindings_float_pixel_.up_to_date = false; } } } } else { std::memset(current_float_constant_map_pixel_, 0, sizeof(current_float_constant_map_pixel_)); } uint32_t float_constant_size_pixel = xe::align( uint32_t(std::max(float_constant_count_pixel, 1u) * 4 * sizeof(float)), 256u); // Update constant buffers. if (!cbuffer_bindings_system_.up_to_date) { uint8_t* system_constants = constant_buffer_pool_->Request( frame_current_, xe::align(uint32_t(sizeof(system_constants_)), 256u), nullptr, nullptr, &cbuffer_bindings_system_.buffer_address); if (system_constants == nullptr) { return false; } std::memcpy(system_constants, &system_constants_, sizeof(system_constants_)); cbuffer_bindings_system_.up_to_date = true; write_system_constant_view = true; } if (!cbuffer_bindings_float_vertex_.up_to_date) { uint8_t* float_constants = constant_buffer_pool_->Request( frame_current_, float_constant_size_vertex, nullptr, nullptr, &cbuffer_bindings_float_vertex_.buffer_address); if (float_constants == nullptr) { return false; } for (uint32_t i = 0; i < 4; ++i) { uint64_t float_constant_map_entry = float_constant_map_vertex.float_bitmap[i]; uint32_t float_constant_index; while (xe::bit_scan_forward(float_constant_map_entry, &float_constant_index)) { float_constant_map_entry &= ~(1ull << float_constant_index); std::memcpy(float_constants, ®s[XE_GPU_REG_SHADER_CONSTANT_000_X + (i << 8) + (float_constant_index << 2)] .f32, 4 * sizeof(float)); float_constants += 4 * sizeof(float); } } cbuffer_bindings_float_vertex_.up_to_date = true; write_float_constant_view_vertex = true; } if (!cbuffer_bindings_float_pixel_.up_to_date) { uint8_t* float_constants = constant_buffer_pool_->Request( frame_current_, float_constant_size_pixel, nullptr, nullptr, &cbuffer_bindings_float_pixel_.buffer_address); if (float_constants == nullptr) { return false; } if (pixel_shader != nullptr) { const Shader::ConstantRegisterMap& float_constant_map_pixel = pixel_shader->constant_register_map(); for (uint32_t i = 0; i < 4; ++i) { uint64_t float_constant_map_entry = float_constant_map_pixel.float_bitmap[i]; uint32_t float_constant_index; while (xe::bit_scan_forward(float_constant_map_entry, &float_constant_index)) { float_constant_map_entry &= ~(1ull << float_constant_index); std::memcpy(float_constants, ®s[XE_GPU_REG_SHADER_CONSTANT_256_X + (i << 8) + (float_constant_index << 2)] .f32, 4 * sizeof(float)); float_constants += 4 * sizeof(float); } } } cbuffer_bindings_float_pixel_.up_to_date = true; write_float_constant_view_pixel = true; } if (!cbuffer_bindings_bool_loop_.up_to_date) { uint32_t* bool_loop_constants = reinterpret_cast(constant_buffer_pool_->Request( frame_current_, 768, nullptr, nullptr, &cbuffer_bindings_bool_loop_.buffer_address)); if (bool_loop_constants == nullptr) { return false; } // Bool and loop constants are quadrupled to allow dynamic indexing. for (uint32_t i = 0; i < 40; ++i) { uint32_t bool_loop_constant = regs[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 + i].u32; uint32_t* bool_loop_constant_vector = bool_loop_constants + (i << 2); bool_loop_constant_vector[0] = bool_loop_constant; bool_loop_constant_vector[1] = bool_loop_constant; bool_loop_constant_vector[2] = bool_loop_constant; bool_loop_constant_vector[3] = bool_loop_constant; } cbuffer_bindings_bool_loop_.up_to_date = true; write_bool_loop_constant_view = true; } if (!cbuffer_bindings_fetch_.up_to_date) { uint8_t* fetch_constants = constant_buffer_pool_->Request(frame_current_, 768, nullptr, nullptr, &cbuffer_bindings_fetch_.buffer_address); if (fetch_constants == nullptr) { return false; } std::memcpy(fetch_constants, ®s[XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0].u32, 32 * 6 * sizeof(uint32_t)); cbuffer_bindings_fetch_.up_to_date = true; write_fetch_constant_view = true; } // Allocate the descriptors. uint32_t view_count_partial_update = 0; if (write_system_constant_view) { ++view_count_partial_update; } if (write_float_constant_view_vertex) { ++view_count_partial_update; } if (write_float_constant_view_pixel) { ++view_count_partial_update; } if (write_bool_loop_constant_view) { ++view_count_partial_update; } if (write_fetch_constant_view) { ++view_count_partial_update; } if (write_textures_vertex) { view_count_partial_update += texture_count_vertex; } if (write_textures_pixel) { view_count_partial_update += texture_count_pixel; } // All the constants + shared memory SRV and UAV + textures. uint32_t view_count_full_update = 7 + texture_count_vertex + texture_count_pixel; if (IsROVUsedForEDRAM()) { // + EDRAM UAV. ++view_count_full_update; } D3D12_CPU_DESCRIPTOR_HANDLE view_cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle; uint32_t descriptor_size_view = provider->GetViewDescriptorSize(); uint64_t view_heap_index = RequestViewDescriptors( draw_view_heap_index_, view_count_partial_update, view_count_full_update, view_cpu_handle, view_gpu_handle); if (view_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { XELOGE("Failed to allocate view descriptors!"); return false; } uint32_t sampler_count_partial_update = 0; if (write_samplers_vertex) { sampler_count_partial_update += sampler_count_vertex; } if (write_samplers_pixel) { sampler_count_partial_update += sampler_count_pixel; } D3D12_CPU_DESCRIPTOR_HANDLE sampler_cpu_handle = {}; D3D12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle = {}; uint32_t descriptor_size_sampler = provider->GetSamplerDescriptorSize(); uint64_t sampler_heap_index = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid; if (sampler_count_vertex != 0 || sampler_count_pixel != 0) { sampler_heap_index = RequestSamplerDescriptors( draw_sampler_heap_index_, sampler_count_partial_update, sampler_count_vertex + sampler_count_pixel, sampler_cpu_handle, sampler_gpu_handle); if (sampler_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { XELOGE("Failed to allocate sampler descriptors!"); return false; } } if (draw_view_heap_index_ != view_heap_index) { // Need to update all view descriptors. write_system_constant_view = true; write_fetch_constant_view = true; write_float_constant_view_vertex = true; write_float_constant_view_pixel = true; write_bool_loop_constant_view = true; write_textures_vertex = texture_count_vertex != 0; write_textures_pixel = texture_count_pixel != 0; texture_bindings_written_vertex_ = false; texture_bindings_written_pixel_ = false; // If updating fully, write the shared memory SRV and UAV descriptors and, // if needed, the EDRAM descriptor. gpu_handle_shared_memory_and_edram_ = view_gpu_handle; shared_memory_->WriteRawSRVDescriptor(view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; shared_memory_->WriteRawUAVDescriptor(view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; if (IsROVUsedForEDRAM()) { render_target_cache_->WriteEDRAMUint32UAVDescriptor(view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_SharedMemoryAndEDRAM); } if (sampler_heap_index != ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid && draw_sampler_heap_index_ != sampler_heap_index) { write_samplers_vertex = sampler_count_vertex != 0; write_samplers_pixel = sampler_count_pixel != 0; samplers_written_vertex_ = false; samplers_written_pixel_ = false; } // Write the descriptors. D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_desc; if (write_system_constant_view) { gpu_handle_system_constants_ = view_gpu_handle; constant_buffer_desc.BufferLocation = cbuffer_bindings_system_.buffer_address; constant_buffer_desc.SizeInBytes = xe::align(uint32_t(sizeof(system_constants_)), 256u); device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_SystemConstants); } if (write_float_constant_view_vertex) { gpu_handle_float_constants_vertex_ = view_gpu_handle; constant_buffer_desc.BufferLocation = cbuffer_bindings_float_vertex_.buffer_address; constant_buffer_desc.SizeInBytes = float_constant_size_vertex; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FloatConstantsVertex); } if (write_float_constant_view_pixel) { gpu_handle_float_constants_pixel_ = view_gpu_handle; constant_buffer_desc.BufferLocation = cbuffer_bindings_float_pixel_.buffer_address; constant_buffer_desc.SizeInBytes = float_constant_size_pixel; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FloatConstantsPixel); } if (write_bool_loop_constant_view) { gpu_handle_bool_loop_constants_ = view_gpu_handle; constant_buffer_desc.BufferLocation = cbuffer_bindings_bool_loop_.buffer_address; constant_buffer_desc.SizeInBytes = 768; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_BoolLoopConstants); } if (write_fetch_constant_view) { gpu_handle_fetch_constants_ = view_gpu_handle; constant_buffer_desc.BufferLocation = cbuffer_bindings_fetch_.buffer_address; constant_buffer_desc.SizeInBytes = 768; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FetchConstants); } if (write_textures_vertex) { assert_true(current_graphics_root_extras_.textures_vertex != RootExtraParameterIndices::kUnavailable); gpu_handle_textures_vertex_ = view_gpu_handle; for (uint32_t i = 0; i < texture_count_vertex; ++i) { const D3D12Shader::TextureSRV& srv = textures_vertex[i]; texture_cache_->WriteTextureSRV(srv, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } texture_bindings_written_vertex_ = true; current_texture_bindings_hash_vertex_ = texture_bindings_hash_vertex; current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.textures_vertex); } if (write_textures_pixel) { assert_true(current_graphics_root_extras_.textures_pixel != RootExtraParameterIndices::kUnavailable); gpu_handle_textures_pixel_ = view_gpu_handle; for (uint32_t i = 0; i < texture_count_pixel; ++i) { const D3D12Shader::TextureSRV& srv = textures_pixel[i]; texture_cache_->WriteTextureSRV(srv, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } texture_bindings_written_pixel_ = true; current_texture_bindings_hash_pixel_ = texture_bindings_hash_pixel; current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.textures_pixel); } if (write_samplers_vertex) { assert_true(current_graphics_root_extras_.samplers_vertex != RootExtraParameterIndices::kUnavailable); gpu_handle_samplers_vertex_ = sampler_gpu_handle; for (uint32_t i = 0; i < sampler_count_vertex; ++i) { texture_cache_->WriteSampler( texture_cache_->GetSamplerParameters(samplers_vertex[i]), sampler_cpu_handle); sampler_cpu_handle.ptr += descriptor_size_sampler; sampler_gpu_handle.ptr += descriptor_size_sampler; } samplers_written_vertex_ = true; current_samplers_hash_vertex_ = samplers_hash_vertex; current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.samplers_vertex); } if (write_samplers_pixel) { assert_true(current_graphics_root_extras_.samplers_pixel != RootExtraParameterIndices::kUnavailable); gpu_handle_samplers_pixel_ = sampler_gpu_handle; for (uint32_t i = 0; i < sampler_count_pixel; ++i) { texture_cache_->WriteSampler( texture_cache_->GetSamplerParameters(samplers_pixel[i]), sampler_cpu_handle); sampler_cpu_handle.ptr += descriptor_size_sampler; sampler_gpu_handle.ptr += descriptor_size_sampler; } samplers_written_pixel_ = true; current_samplers_hash_pixel_ = samplers_hash_pixel; current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.samplers_pixel); } // Wrote new descriptors on the current page. draw_view_heap_index_ = view_heap_index; if (sampler_heap_index != ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { draw_sampler_heap_index_ = sampler_heap_index; } // Update the root parameters. if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_FetchConstants))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( kRootParameter_FetchConstants, gpu_handle_fetch_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_FetchConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_FloatConstantsVertex))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( kRootParameter_FloatConstantsVertex, gpu_handle_float_constants_vertex_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_FloatConstantsVertex; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_FloatConstantsPixel))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( kRootParameter_FloatConstantsPixel, gpu_handle_float_constants_pixel_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_FloatConstantsPixel; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_SystemConstants))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( kRootParameter_SystemConstants, gpu_handle_system_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_SystemConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_BoolLoopConstants))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( kRootParameter_BoolLoopConstants, gpu_handle_bool_loop_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_BoolLoopConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_SharedMemoryAndEDRAM))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( kRootParameter_SharedMemoryAndEDRAM, gpu_handle_shared_memory_and_edram_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_SharedMemoryAndEDRAM; } uint32_t extra_index; extra_index = current_graphics_root_extras_.textures_pixel; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( extra_index, gpu_handle_textures_pixel_); current_graphics_root_up_to_date_ |= 1u << extra_index; } extra_index = current_graphics_root_extras_.samplers_pixel; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( extra_index, gpu_handle_samplers_pixel_); current_graphics_root_up_to_date_ |= 1u << extra_index; } extra_index = current_graphics_root_extras_.textures_vertex; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( extra_index, gpu_handle_textures_vertex_); current_graphics_root_up_to_date_ |= 1u << extra_index; } extra_index = current_graphics_root_extras_.samplers_vertex; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { deferred_command_list_->D3DSetGraphicsRootDescriptorTable( extra_index, gpu_handle_samplers_vertex_); current_graphics_root_up_to_date_ |= 1u << extra_index; } return true; } uint32_t D3D12CommandProcessor::GetSupportedMemExportFormatSize( ColorFormat format) { switch (format) { case ColorFormat::k_8_8_8_8: case ColorFormat::k_2_10_10_10: // TODO(Triang3l): Investigate how k_8_8_8_8_A works - not supported in the // texture cache currently. // case ColorFormat::k_8_8_8_8_A: case ColorFormat::k_10_11_11: case ColorFormat::k_11_11_10: case ColorFormat::k_16_16: case ColorFormat::k_16_16_FLOAT: case ColorFormat::k_32_FLOAT: case ColorFormat::k_8_8_8_8_AS_16_16_16_16: case ColorFormat::k_2_10_10_10_AS_16_16_16_16: case ColorFormat::k_10_11_11_AS_16_16_16_16: case ColorFormat::k_11_11_10_AS_16_16_16_16: return 1; case ColorFormat::k_16_16_16_16: case ColorFormat::k_16_16_16_16_FLOAT: case ColorFormat::k_32_32_FLOAT: return 2; case ColorFormat::k_32_32_32_32_FLOAT: return 4; default: break; } return 0; } ID3D12Resource* D3D12CommandProcessor::RequestReadbackBuffer(uint32_t size) { if (size == 0) { return nullptr; } size = xe::align(size, kReadbackBufferSizeIncrement); if (size > readback_buffer_size_) { auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice(); D3D12_RESOURCE_DESC buffer_desc; ui::d3d12::util::FillBufferResourceDesc(buffer_desc, size, D3D12_RESOURCE_FLAG_NONE); ID3D12Resource* buffer; if (FAILED(device->CreateCommittedResource( &ui::d3d12::util::kHeapPropertiesReadback, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&buffer)))) { XELOGE("Failed to create a %u MB readback buffer", size >> 20); return nullptr; } if (readback_buffer_ != nullptr) { readback_buffer_->Release(); } readback_buffer_ = buffer; } return readback_buffer_; } } // namespace d3d12 } // namespace gpu } // namespace xe