/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2014 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/gpu/gl4/command_processor.h" #include #include "poly/logging.h" #include "poly/math.h" #include "xenia/gpu/gl4/gl4_gpu-private.h" #include "xenia/gpu/gl4/gl4_graphics_system.h" #include "xenia/gpu/gpu-private.h" #include "xenia/gpu/sampler_info.h" #include "xenia/gpu/texture_info.h" #include "xenia/gpu/xenos.h" #include "third_party/xxhash/xxhash.h" #define FINE_GRAINED_DRAW_SCOPES 0 namespace xe { namespace gpu { namespace gl4 { using namespace xe::gpu::xenos; extern "C" GLEWContext* glewGetContext(); const GLuint kAnyTarget = UINT_MAX; // All uncached vertex/index data goes here. If it fills up we need to sync // with the GPU, so this should be large enough to prevent that in a normal // frame. const size_t kScratchBufferCapacity = 256 * 1024 * 1024; const size_t kScratchBufferAlignment = 256; CommandProcessor::CachedPipeline::CachedPipeline() : vertex_program(0), fragment_program(0), handles({0}) {} CommandProcessor::CachedPipeline::~CachedPipeline() { glDeleteProgramPipelines(1, &handles.default_pipeline); glDeleteProgramPipelines(1, &handles.point_list_pipeline); glDeleteProgramPipelines(1, &handles.rect_list_pipeline); glDeleteProgramPipelines(1, &handles.quad_list_pipeline); glDeleteProgramPipelines(1, &handles.line_quad_list_pipeline); } CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system) : memory_(graphics_system->memory()), membase_(graphics_system->memory()->membase()), graphics_system_(graphics_system), register_file_(graphics_system_->register_file()), trace_writer_(graphics_system->memory()->membase()), trace_state_(TraceState::kDisabled), worker_running_(true), swap_mode_(SwapMode::kNormal), time_base_(0), counter_(0), primary_buffer_ptr_(0), primary_buffer_size_(0), read_ptr_index_(0), read_ptr_update_freq_(0), read_ptr_writeback_ptr_(0), write_ptr_index_event_(CreateEvent(NULL, FALSE, FALSE, NULL)), write_ptr_index_(0), bin_select_(0xFFFFFFFFull), bin_mask_(0xFFFFFFFFull), has_bindless_vbos_(false), active_vertex_shader_(nullptr), active_pixel_shader_(nullptr), active_framebuffer_(nullptr), last_framebuffer_texture_(0), point_list_geometry_program_(0), rect_list_geometry_program_(0), quad_list_geometry_program_(0), draw_index_count_(0), draw_batcher_(graphics_system_->register_file()), scratch_buffer_(kScratchBufferCapacity, kScratchBufferAlignment) { LARGE_INTEGER perf_counter; QueryPerformanceCounter(&perf_counter); time_base_ = perf_counter.QuadPart; } CommandProcessor::~CommandProcessor() { CloseHandle(write_ptr_index_event_); } uint64_t CommandProcessor::QueryTime() { LARGE_INTEGER perf_counter; QueryPerformanceCounter(&perf_counter); return perf_counter.QuadPart - time_base_; } bool CommandProcessor::Initialize(std::unique_ptr context) { context_ = std::move(context); worker_running_ = true; worker_thread_ = std::thread([this]() { poly::threading::set_name("GL4 Worker"); xe::Profiler::ThreadEnter("GL4 Worker"); WorkerMain(); xe::Profiler::ThreadExit(); }); return true; } void CommandProcessor::Shutdown() { EndTracing(); worker_running_ = false; SetEvent(write_ptr_index_event_); worker_thread_.join(); all_pipelines_.clear(); all_shaders_.clear(); shader_cache_.clear(); context_.reset(); } void CommandProcessor::RequestFrameTrace(const std::wstring& root_path) { if (trace_state_ == TraceState::kStreaming) { XELOGE("Streaming trace; cannot also trace frame."); return; } if (trace_state_ == TraceState::kSingleFrame) { XELOGE("Frame trace already pending; ignoring."); return; } trace_state_ = TraceState::kSingleFrame; trace_frame_path_ = root_path; } void CommandProcessor::BeginTracing(const std::wstring& root_path) { if (trace_state_ == TraceState::kStreaming) { XELOGE("Streaming already active; ignoring request."); return; } if (trace_state_ == TraceState::kSingleFrame) { XELOGE("Frame trace pending; ignoring streaming request."); return; } std::wstring path = root_path + L"stream"; trace_state_ = TraceState::kStreaming; trace_writer_.Open(path); } void CommandProcessor::EndTracing() { if (!trace_writer_.is_open()) { return; } assert_true(trace_state_ == TraceState::kStreaming); trace_writer_.Close(); } void CommandProcessor::CallInThread(std::function fn) { if (pending_fns_.empty() && worker_thread_.get_id() == std::this_thread::get_id()) { fn(); } else { pending_fns_.push(std::move(fn)); } } void CommandProcessor::WorkerMain() { context_->MakeCurrent(); if (!SetupGL()) { PFATAL("Unable to setup command processor GL state"); return; } while (worker_running_) { while (!pending_fns_.empty()) { auto fn = std::move(pending_fns_.front()); pending_fns_.pop(); fn(); } uint32_t write_ptr_index = write_ptr_index_.load(); if (write_ptr_index == 0xBAADF00D || read_ptr_index_ == write_ptr_index) { SCOPE_profile_cpu_i("gpu", "xe::gpu::gl4::CommandProcessor::Stall"); // We've run out of commands to execute. // We spin here waiting for new ones, as the overhead of waiting on our // event is too high. // PrepareForWait(); do { // TODO(benvanik): if we go longer than Nms, switch to waiting? // It'll keep us from burning power. // const int wait_time_ms = 5; // WaitForSingleObject(write_ptr_index_event_, wait_time_ms); SwitchToThread(); MemoryBarrier(); write_ptr_index = write_ptr_index_.load(); } while (pending_fns_.empty() && (write_ptr_index == 0xBAADF00D || read_ptr_index_ == write_ptr_index)); // ReturnFromWait(); if (!pending_fns_.empty()) { continue; } } assert_true(read_ptr_index_ != write_ptr_index); // Execute. Note that we handle wraparound transparently. ExecutePrimaryBuffer(read_ptr_index_, write_ptr_index); read_ptr_index_ = write_ptr_index; // TODO(benvanik): use reader->Read_update_freq_ and only issue after moving // that many indices. if (read_ptr_writeback_ptr_) { poly::store_and_swap(membase_ + read_ptr_writeback_ptr_, read_ptr_index_); } } ShutdownGL(); context_->ClearCurrent(); } bool CommandProcessor::SetupGL() { if (FLAGS_vendor_gl_extensions && GLEW_NV_vertex_buffer_unified_memory) { has_bindless_vbos_ = true; } // Circular buffer holding scratch vertex/index data. if (!scratch_buffer_.Initialize()) { PLOGE("Unable to initialize scratch buffer"); return false; } // Command buffer. if (!draw_batcher_.Initialize(&scratch_buffer_)) { PLOGE("Unable to initialize command buffer"); return false; } // Texture cache that keeps track of any textures/samplers used. if (!texture_cache_.Initialize(memory_, &scratch_buffer_)) { PLOGE("Unable to initialize texture cache"); return false; } const std::string geometry_header = "#version 450\n" "#extension all : warn\n" "#extension GL_ARB_explicit_uniform_location : require\n" "#extension GL_ARB_shading_language_420pack : require\n" "in gl_PerVertex {\n" " vec4 gl_Position;\n" " float gl_PointSize;\n" " float gl_ClipDistance[];\n" "} gl_in[];\n" "out gl_PerVertex {\n" " vec4 gl_Position;\n" " float gl_PointSize;\n" " float gl_ClipDistance[];\n" "};\n" "struct VertexData {\n" " vec4 o[16];\n" "};\n" "\n" "layout(location = 0) in VertexData in_vtx[];\n" "layout(location = 0) out VertexData out_vtx;\n"; // TODO(benvanik): fetch default point size from register and use that if // the VS doesn't write oPointSize. // TODO(benvanik): clamp to min/max. // TODO(benvanik): figure out how to see which interpolator gets adjusted. std::string point_list_shader = geometry_header + "layout(points) in;\n" "layout(triangle_strip, max_vertices = 4) out;\n" "void main() {\n" " const vec2 offsets[4] = {\n" " vec2(-1.0, 1.0),\n" " vec2( 1.0, 1.0),\n" " vec2(-1.0, -1.0),\n" " vec2( 1.0, -1.0),\n" " };\n" " vec4 pos = gl_in[0].gl_Position;\n" " float psize = gl_in[0].gl_PointSize;\n" " for (int i = 0; i < 4; ++i) {\n" " gl_Position = vec4(pos.xy + offsets[i] * psize, pos.zw);\n" " out_vtx = in_vtx[0];\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n"; std::string rect_list_shader = geometry_header + "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 4) out;\n" "void main() {\n" // Most games use the left-aligned form. " bool left_aligned = gl_in[0].gl_Position.x == \n" " gl_in[2].gl_Position.x;\n" " if (left_aligned) {\n" // 0 ------ 1 // | - | // | // | // | - | // 2 ----- [3] " gl_Position = gl_in[0].gl_Position;\n" " gl_PointSize = gl_in[0].gl_PointSize;\n" " out_vtx = in_vtx[0];\n" " EmitVertex();\n" " gl_Position = gl_in[1].gl_Position;\n" " gl_PointSize = gl_in[1].gl_PointSize;\n" " out_vtx = in_vtx[1];\n" " EmitVertex();\n" " gl_Position = gl_in[2].gl_Position;\n" " gl_PointSize = gl_in[2].gl_PointSize;\n" " out_vtx = in_vtx[2];\n" " EmitVertex();\n" " gl_Position = \n" " (gl_in[1].gl_Position + gl_in[2].gl_Position) - \n" " gl_in[0].gl_Position;\n" " gl_PointSize = gl_in[2].gl_PointSize;\n" " for (int i = 0; i < 16; ++i) {\n" " out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + \n" " in_vtx[2].o[i];\n" " }\n" " EmitVertex();\n" " } else {\n" // 0 ------ 1 // | - | // | \\ | // | - | // [3] ----- 2 " gl_Position = gl_in[0].gl_Position;\n" " gl_PointSize = gl_in[0].gl_PointSize;\n" " out_vtx = in_vtx[0];\n" " EmitVertex();\n" " gl_Position = gl_in[1].gl_Position;\n" " gl_PointSize = gl_in[1].gl_PointSize;\n" " out_vtx = in_vtx[1];\n" " EmitVertex();\n" " gl_Position = gl_in[0].gl_Position + (gl_in[2].gl_Position - \n" " gl_in[1].gl_Position);\n" " gl_PointSize = gl_in[2].gl_PointSize;\n" " for (int i = 0; i < 16; ++i) {\n" " out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + \n" " in_vtx[2].o[i];\n" " }\n" " EmitVertex();\n" " gl_Position = gl_in[2].gl_Position;\n" " gl_PointSize = gl_in[2].gl_PointSize;\n" " out_vtx = in_vtx[2];\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n"; std::string quad_list_shader = geometry_header + "layout(lines_adjacency) in;\n" "layout(triangle_strip, max_vertices = 4) out;\n" "void main() {\n" " const int order[4] = { 0, 1, 3, 2 };\n" " for (int i = 0; i < 4; ++i) {\n" " int input_index = order[i];\n" " gl_Position = gl_in[input_index].gl_Position;\n" " gl_PointSize = gl_in[input_index].gl_PointSize;\n" " out_vtx = in_vtx[input_index];\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n"; std::string line_quad_list_shader = geometry_header + "layout(lines_adjacency) in;\n" "layout(line_strip, max_vertices = 5) out;\n" "void main() {\n" " gl_Position = gl_in[0].gl_Position;\n" " gl_PointSize = gl_in[0].gl_PointSize;\n" " out_vtx = in_vtx[0];\n" " EmitVertex();\n" " gl_Position = gl_in[1].gl_Position;\n" " gl_PointSize = gl_in[1].gl_PointSize;\n" " out_vtx = in_vtx[1];\n" " EmitVertex();\n" " gl_Position = gl_in[2].gl_Position;\n" " gl_PointSize = gl_in[2].gl_PointSize;\n" " out_vtx = in_vtx[2];\n" " EmitVertex();\n" " gl_Position = gl_in[3].gl_Position;\n" " gl_PointSize = gl_in[3].gl_PointSize;\n" " out_vtx = in_vtx[3];\n" " EmitVertex();\n" " gl_Position = gl_in[0].gl_Position;\n" " gl_PointSize = gl_in[0].gl_PointSize;\n" " out_vtx = in_vtx[0];\n" " EmitVertex();\n" " EndPrimitive();\n" "}\n"; point_list_geometry_program_ = CreateGeometryProgram(point_list_shader); rect_list_geometry_program_ = CreateGeometryProgram(rect_list_shader); quad_list_geometry_program_ = CreateGeometryProgram(quad_list_shader); line_quad_list_geometry_program_ = CreateGeometryProgram(line_quad_list_shader); if (!point_list_geometry_program_ || !rect_list_geometry_program_ || !quad_list_geometry_program_ || !line_quad_list_geometry_program_) { return false; } glEnable(GL_SCISSOR_TEST); glClipControl(GL_UPPER_LEFT, GL_NEGATIVE_ONE_TO_ONE); glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT); return true; } GLuint CommandProcessor::CreateGeometryProgram(const std::string& source) { auto source_str = source.c_str(); GLuint program = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &source_str); // Get error log, if we failed to link. GLint link_status = 0; glGetProgramiv(program, GL_LINK_STATUS, &link_status); if (!link_status) { GLint log_length = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); std::string info_log; info_log.resize(log_length - 1); glGetProgramInfoLog(program, log_length, &log_length, const_cast(info_log.data())); PLOGE("Unable to link program: %s", info_log.c_str()); glDeleteProgram(program); return 0; } return program; } void CommandProcessor::ShutdownGL() { glDeleteProgram(point_list_geometry_program_); glDeleteProgram(rect_list_geometry_program_); glDeleteProgram(quad_list_geometry_program_); glDeleteProgram(line_quad_list_geometry_program_); texture_cache_.Shutdown(); draw_batcher_.Shutdown(); scratch_buffer_.Shutdown(); } void CommandProcessor::InitializeRingBuffer(uint32_t ptr, uint32_t page_count) { primary_buffer_ptr_ = ptr; // Not sure this is correct, but it's a way to take the page_count back to // the number of bytes allocated by the physical alloc. uint32_t original_size = 1 << (0x1C - page_count - 1); primary_buffer_size_ = original_size; } void CommandProcessor::EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size) { // CP_RB_RPTR_ADDR Ring Buffer Read Pointer Address 0x70C // ptr = RB_RPTR_ADDR, pointer to write back the address to. read_ptr_writeback_ptr_ = (primary_buffer_ptr_ & ~0x1FFFFFFF) + ptr; // CP_RB_CNTL Ring Buffer Control 0x704 // block_size = RB_BLKSZ, number of quadwords read between updates of the // read pointer. read_ptr_update_freq_ = (uint32_t)pow(2.0, (double)block_size) / 4; } void CommandProcessor::UpdateWritePointer(uint32_t value) { write_ptr_index_ = value; SetEvent(write_ptr_index_event_); } void CommandProcessor::WriteRegister(uint32_t index, uint32_t value) { RegisterFile* regs = register_file_; assert_true(index < RegisterFile::kRegisterCount); // The command buffers will have multiple scissor updates before each draw. // Only the first one ever seems valid, and the following are 8192x8192. // As we need the valid scissor to do the draw, ignore those weird ones here. if (index == XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL || index == XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR) { if (value == 0x20002000) { // Ignored? return; } } regs->values[index].u32 = value; // If this is a COHER register, set the dirty flag. // This will block the command processor the next time it WAIT_MEM_REGs and // allow us to synchronize the memory. if (index == XE_GPU_REG_COHER_STATUS_HOST) { regs->values[index].u32 |= 0x80000000ul; } // Scratch register writeback. if (index >= XE_GPU_REG_SCRATCH_REG0 && index <= XE_GPU_REG_SCRATCH_REG7) { uint32_t scratch_reg = index - XE_GPU_REG_SCRATCH_REG0; if ((1 << scratch_reg) & regs->values[XE_GPU_REG_SCRATCH_UMSK].u32) { // Enabled - write to address. uint32_t scratch_addr = regs->values[XE_GPU_REG_SCRATCH_ADDR].u32; uint32_t mem_addr = scratch_addr + (scratch_reg * 4); poly::store_and_swap(membase_ + xenos::GpuToCpu(mem_addr), value); } } } void CommandProcessor::MakeCoherent() { SCOPE_profile_cpu_f("gpu"); // Status host often has 0x01000000 or 0x03000000. // This is likely toggling VC (vertex cache) or TC (texture cache). // Or, it also has a direction in here maybe - there is probably // some way to check for dest coherency (what all the COHER_DEST_BASE_* // registers are for). // Best docs I've found on this are here: // http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/10/R6xx_R7xx_3D.pdf // http://cgit.freedesktop.org/xorg/driver/xf86-video-radeonhd/tree/src/r6xx_accel.c?id=3f8b6eccd9dba116cc4801e7f80ce21a879c67d2#n454 RegisterFile* regs = register_file_; auto status_host = regs->values[XE_GPU_REG_COHER_STATUS_HOST].u32; auto base_host = regs->values[XE_GPU_REG_COHER_BASE_HOST].u32; auto size_host = regs->values[XE_GPU_REG_COHER_SIZE_HOST].u32; if (!(status_host & 0x80000000ul)) { return; } // TODO(benvanik): notify resource cache of base->size and type. // XELOGD("Make %.8X -> %.8X (%db) coherent", base_host, base_host + // size_host, size_host); // Mark coherent. status_host &= ~0x80000000ul; regs->values[XE_GPU_REG_COHER_STATUS_HOST].u32 = status_host; } void CommandProcessor::PrepareForWait() { SCOPE_profile_cpu_f("gpu"); trace_writer_.Flush(); // TODO(benvanik): fences and fancy stuff. We should figure out a way to // make interrupt callbacks from the GPU so that we don't have to do a full // synchronize here. glFlush(); // glFinish(); if (FLAGS_thread_safe_gl) { context_->ClearCurrent(); } } void CommandProcessor::ReturnFromWait() { if (FLAGS_thread_safe_gl) { context_->MakeCurrent(); } } void CommandProcessor::IssueSwap() { if (!swap_handler_) { return; } auto& regs = *register_file_; SwapParameters swap_params; // Lookup the framebuffer in the recently-resolved list. // TODO(benvanik): make this much more sophisticated. // TODO(benvanik): handle not found cases. // TODO(benvanik): handle dirty cases (resolved to sysmem, touched). // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // HACK: just use whatever our current framebuffer is. swap_params.framebuffer_texture = last_framebuffer_texture_; /*swap_params.framebuffer_texture = active_framebuffer_ ? active_framebuffer_->color_targets[0] : last_framebuffer_texture_;*/ // Guess frontbuffer dimensions. // Command buffer seems to set these right before the XE_SWAP. uint32_t window_scissor_tl = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32; uint32_t window_scissor_br = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32; swap_params.x = window_scissor_tl & 0x7FFF; swap_params.y = (window_scissor_tl >> 16) & 0x7FFF; swap_params.width = window_scissor_br & 0x7FFF - swap_params.x; swap_params.height = (window_scissor_br >> 16) & 0x7FFF - swap_params.y; PrepareForWait(); swap_handler_(swap_params); ReturnFromWait(); // Remove any dead textures, etc. texture_cache_.Scavenge(); } class CommandProcessor::RingbufferReader { public: RingbufferReader(uint8_t* membase, uint32_t base_ptr, uint32_t ptr_mask, uint32_t start_ptr, uint32_t end_ptr) : membase_(membase), base_ptr_(base_ptr), ptr_mask_(ptr_mask), start_ptr_(start_ptr), end_ptr_(end_ptr), ptr_(start_ptr), offset_(0) {} uint32_t ptr() const { return ptr_; } uint32_t offset() const { return offset_; } bool can_read() const { return ptr_ != end_ptr_; } uint32_t Peek() { return poly::load_and_swap(membase_ + ptr_); } void CheckRead(uint32_t words) { assert_true(ptr_ + words * sizeof(uint32_t) <= end_ptr_); } uint32_t Read() { uint32_t value = poly::load_and_swap(membase_ + ptr_); Advance(1); return value; } void Advance(uint32_t words) { offset_ += words; ptr_ = ptr_ + words * sizeof(uint32_t); if (ptr_mask_) { ptr_ = base_ptr_ + (((ptr_ - base_ptr_) / sizeof(uint32_t)) & ptr_mask_) * sizeof(uint32_t); } } void Skip(uint32_t words) { Advance(words); } private: uint8_t* membase_; uint32_t base_ptr_; uint32_t ptr_mask_; uint32_t start_ptr_; uint32_t end_ptr_; uint32_t ptr_; uint32_t offset_; }; void CommandProcessor::ExecutePrimaryBuffer(uint32_t start_index, uint32_t end_index) { SCOPE_profile_cpu_f("gpu"); // Adjust pointer base. uint32_t start_ptr = primary_buffer_ptr_ + start_index * sizeof(uint32_t); start_ptr = (primary_buffer_ptr_ & ~0x1FFFFFFF) | (start_ptr & 0x1FFFFFFF); uint32_t end_ptr = primary_buffer_ptr_ + end_index * sizeof(uint32_t); end_ptr = (primary_buffer_ptr_ & ~0x1FFFFFFF) | (end_ptr & 0x1FFFFFFF); trace_writer_.WritePrimaryBufferStart(start_ptr, end_index - start_index); // Execute commands! uint32_t ptr_mask = (primary_buffer_size_ / sizeof(uint32_t)) - 1; RingbufferReader reader(membase_, primary_buffer_ptr_, ptr_mask, start_ptr, end_ptr); while (reader.can_read()) { ExecutePacket(&reader); } if (end_index > start_index) { assert_true(reader.offset() == (end_index - start_index)); } trace_writer_.WritePrimaryBufferEnd(); } void CommandProcessor::ExecuteIndirectBuffer(uint32_t ptr, uint32_t length) { SCOPE_profile_cpu_f("gpu"); trace_writer_.WriteIndirectBufferStart(ptr, length / sizeof(uint32_t)); // Execute commands! uint32_t ptr_mask = 0; RingbufferReader reader(membase_, primary_buffer_ptr_, ptr_mask, ptr, ptr + length * sizeof(uint32_t)); while (reader.can_read()) { ExecutePacket(&reader); } trace_writer_.WriteIndirectBufferEnd(); } void CommandProcessor::ExecutePacket(uint32_t ptr, uint32_t count) { uint32_t ptr_mask = 0; RingbufferReader reader(membase_, primary_buffer_ptr_, ptr_mask, ptr, ptr + count * sizeof(uint32_t)); while (reader.can_read()) { ExecutePacket(&reader); } } bool CommandProcessor::ExecutePacket(RingbufferReader* reader) { RegisterFile* regs = register_file_; const uint32_t packet = reader->Read(); const uint32_t packet_type = packet >> 30; if (packet == 0) { trace_writer_.WritePacketStart(reader->ptr() - 4, 1); trace_writer_.WritePacketEnd(); return true; } switch (packet_type) { case 0x00: return ExecutePacketType0(reader, packet); case 0x01: return ExecutePacketType1(reader, packet); case 0x02: return ExecutePacketType2(reader, packet); case 0x03: return ExecutePacketType3(reader, packet); default: assert_unhandled_case(packet_type); return false; } } bool CommandProcessor::ExecutePacketType0(RingbufferReader* reader, uint32_t packet) { // Type-0 packet. // Write count registers in sequence to the registers starting at // (base_index << 2). uint32_t count = ((packet >> 16) & 0x3FFF) + 1; trace_writer_.WritePacketStart(reader->ptr() - 4, 1 + count); uint32_t base_index = (packet & 0x7FFF); uint32_t write_one_reg = (packet >> 15) & 0x1; for (uint32_t m = 0; m < count; m++) { uint32_t reg_data = reader->Read(); uint32_t target_index = write_one_reg ? base_index : base_index + m; WriteRegister(target_index, reg_data); } trace_writer_.WritePacketEnd(); return true; } bool CommandProcessor::ExecutePacketType1(RingbufferReader* reader, uint32_t packet) { // Type-1 packet. // Contains two registers of data. Type-0 should be more common. trace_writer_.WritePacketStart(reader->ptr() - 4, 3); uint32_t reg_index_1 = packet & 0x7FF; uint32_t reg_index_2 = (packet >> 11) & 0x7FF; uint32_t reg_data_1 = reader->Read(); uint32_t reg_data_2 = reader->Read(); WriteRegister(reg_index_1, reg_data_1); WriteRegister(reg_index_2, reg_data_2); trace_writer_.WritePacketEnd(); return true; } bool CommandProcessor::ExecutePacketType2(RingbufferReader* reader, uint32_t packet) { // Type-2 packet. // No-op. Do nothing. trace_writer_.WritePacketStart(reader->ptr() - 4, 1); trace_writer_.WritePacketEnd(); return true; } bool CommandProcessor::ExecutePacketType3(RingbufferReader* reader, uint32_t packet) { // Type-3 packet. uint32_t opcode = (packet >> 8) & 0x7F; uint32_t count = ((packet >> 16) & 0x3FFF) + 1; auto data_start_offset = reader->offset(); // To handle nesting behavior when tracing we special case indirect buffers. if (opcode == PM4_INDIRECT_BUFFER) { trace_writer_.WritePacketStart(reader->ptr() - 4, 2); } else { trace_writer_.WritePacketStart(reader->ptr() - 4, 1 + count); } // & 1 == predicate - when set, we do bin check to see if we should execute // the packet. Only type 3 packets are affected. // We also skip predicated swaps, as they are never valid (probably?). if (packet & 1) { bool any_pass = (bin_select_ & bin_mask_) != 0; if (!any_pass || opcode == PM4_XE_SWAP) { reader->Skip(count); trace_writer_.WritePacketEnd(); return true; } } bool result = false; switch (opcode) { case PM4_ME_INIT: result = ExecutePacketType3_ME_INIT(reader, packet, count); break; case PM4_NOP: result = ExecutePacketType3_NOP(reader, packet, count); break; case PM4_INTERRUPT: result = ExecutePacketType3_INTERRUPT(reader, packet, count); break; case PM4_XE_SWAP: result = ExecutePacketType3_XE_SWAP(reader, packet, count); break; case PM4_INDIRECT_BUFFER: result = ExecutePacketType3_INDIRECT_BUFFER(reader, packet, count); break; case PM4_WAIT_REG_MEM: result = ExecutePacketType3_WAIT_REG_MEM(reader, packet, count); break; case PM4_REG_RMW: result = ExecutePacketType3_REG_RMW(reader, packet, count); break; case PM4_COND_WRITE: result = ExecutePacketType3_COND_WRITE(reader, packet, count); break; case PM4_EVENT_WRITE: result = ExecutePacketType3_EVENT_WRITE(reader, packet, count); break; case PM4_EVENT_WRITE_SHD: result = ExecutePacketType3_EVENT_WRITE_SHD(reader, packet, count); break; case PM4_EVENT_WRITE_EXT: result = ExecutePacketType3_EVENT_WRITE_EXT(reader, packet, count); break; case PM4_DRAW_INDX: result = ExecutePacketType3_DRAW_INDX(reader, packet, count); break; case PM4_DRAW_INDX_2: result = ExecutePacketType3_DRAW_INDX_2(reader, packet, count); break; case PM4_SET_CONSTANT: result = ExecutePacketType3_SET_CONSTANT(reader, packet, count); break; case PM4_SET_CONSTANT2: result = ExecutePacketType3_SET_CONSTANT2(reader, packet, count); break; case PM4_LOAD_ALU_CONSTANT: result = ExecutePacketType3_LOAD_ALU_CONSTANT(reader, packet, count); break; case PM4_SET_SHADER_CONSTANTS: result = ExecutePacketType3_SET_SHADER_CONSTANTS(reader, packet, count); break; case PM4_IM_LOAD: result = ExecutePacketType3_IM_LOAD(reader, packet, count); break; case PM4_IM_LOAD_IMMEDIATE: result = ExecutePacketType3_IM_LOAD_IMMEDIATE(reader, packet, count); break; case PM4_INVALIDATE_STATE: result = ExecutePacketType3_INVALIDATE_STATE(reader, packet, count); break; case PM4_SET_BIN_MASK_LO: { uint32_t value = reader->Read(); bin_mask_ = (bin_mask_ & 0xFFFFFFFF00000000ull) | value; result = true; } break; case PM4_SET_BIN_MASK_HI: { uint32_t value = reader->Read(); bin_mask_ = (bin_mask_ & 0xFFFFFFFFull) | (static_cast(value) << 32); result = true; } break; case PM4_SET_BIN_SELECT_LO: { uint32_t value = reader->Read(); bin_select_ = (bin_select_ & 0xFFFFFFFF00000000ull) | value; result = true; } break; case PM4_SET_BIN_SELECT_HI: { uint32_t value = reader->Read(); bin_select_ = (bin_select_ & 0xFFFFFFFFull) | (static_cast(value) << 32); result = true; } break; // Ignored packets - useful if breaking on the default handler below. case 0x50: // 0xC0015000 usually 2 words, 0xFFFFFFFF / 0x00000000 case 0x51: // 0xC0015100 usually 2 words, 0xFFFFFFFF / 0xFFFFFFFF reader->Skip(count); break; default: reader->Skip(count); break; } trace_writer_.WritePacketEnd(); assert_true(reader->offset() == data_start_offset + count); return result; } bool CommandProcessor::ExecutePacketType3_ME_INIT(RingbufferReader* reader, uint32_t packet, uint32_t count) { // initialize CP's micro-engine reader->Advance(count); return true; } bool CommandProcessor::ExecutePacketType3_NOP(RingbufferReader* reader, uint32_t packet, uint32_t count) { // skip N 32-bit words to get to the next packet // No-op, ignore some data. reader->Advance(count); return true; } bool CommandProcessor::ExecutePacketType3_INTERRUPT(RingbufferReader* reader, uint32_t packet, uint32_t count) { SCOPE_profile_cpu_f("gpu"); // generate interrupt from the command stream uint32_t cpu_mask = reader->Read(); for (int n = 0; n < 6; n++) { if (cpu_mask & (1 << n)) { graphics_system_->DispatchInterruptCallback(1, n); } } return true; } bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader, uint32_t packet, uint32_t count) { SCOPE_profile_cpu_f("gpu"); PLOGI("XE_SWAP"); // Xenia-specific VdSwap hook. // VdSwap will post this to tell us we need to swap the screen/fire an // interrupt. // 63 words here, but only the first has any data. uint32_t frontbuffer_ptr = reader->Read(); reader->Advance(count - 1); // Ensure we issue any pending draws. draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent); if (swap_mode_ == SwapMode::kNormal) { IssueSwap(); } if (trace_writer_.is_open()) { trace_writer_.WriteEvent(EventType::kSwap); trace_writer_.Flush(); if (trace_state_ == TraceState::kSingleFrame) { trace_state_ = TraceState::kDisabled; trace_writer_.Close(); } } else if (trace_state_ == TraceState::kSingleFrame) { // New trace request - we only start tracing at the beginning of a frame. auto frame_number = L"frame_" + std::to_wstring(counter_); auto path = trace_frame_path_ + frame_number; trace_writer_.Open(path); } ++counter_; return true; } bool CommandProcessor::ExecutePacketType3_INDIRECT_BUFFER( RingbufferReader* reader, uint32_t packet, uint32_t count) { // indirect buffer dispatch uint32_t list_ptr = reader->Read(); uint32_t list_length = reader->Read(); ExecuteIndirectBuffer(GpuToCpu(list_ptr), list_length); return true; } bool CommandProcessor::ExecutePacketType3_WAIT_REG_MEM(RingbufferReader* reader, uint32_t packet, uint32_t count) { SCOPE_profile_cpu_f("gpu"); // wait until a register or memory location is a specific value uint32_t wait_info = reader->Read(); uint32_t poll_reg_addr = reader->Read(); uint32_t ref = reader->Read(); uint32_t mask = reader->Read(); uint32_t wait = reader->Read(); bool matched = false; do { uint32_t value; if (wait_info & 0x10) { // Memory. auto endianness = static_cast(poll_reg_addr & 0x3); poll_reg_addr &= ~0x3; value = poly::load(membase_ + GpuToCpu(poll_reg_addr)); value = GpuSwap(value, endianness); trace_writer_.WriteMemoryRead(poll_reg_addr, 4); } else { // Register. assert_true(poll_reg_addr < RegisterFile::kRegisterCount); value = register_file_->values[poll_reg_addr].u32; if (poll_reg_addr == XE_GPU_REG_COHER_STATUS_HOST) { MakeCoherent(); value = register_file_->values[poll_reg_addr].u32; } } switch (wait_info & 0x7) { case 0x0: // Never. matched = false; break; case 0x1: // Less than reference. matched = (value & mask) < ref; break; case 0x2: // Less than or equal to reference. matched = (value & mask) <= ref; break; case 0x3: // Equal to reference. matched = (value & mask) == ref; break; case 0x4: // Not equal to reference. matched = (value & mask) != ref; break; case 0x5: // Greater than or equal to reference. matched = (value & mask) >= ref; break; case 0x6: // Greater than reference. matched = (value & mask) > ref; break; case 0x7: // Always matched = true; break; } if (!matched) { // Wait. if (wait >= 0x100) { PrepareForWait(); if (!FLAGS_vsync) { // User wants it fast and dangerous. SwitchToThread(); } else { Sleep(wait / 0x100); } MemoryBarrier(); ReturnFromWait(); } else { SwitchToThread(); } } } while (!matched); return true; } bool CommandProcessor::ExecutePacketType3_REG_RMW(RingbufferReader* reader, uint32_t packet, uint32_t count) { // register read/modify/write // ? (used during shader upload and edram setup) uint32_t rmw_info = reader->Read(); uint32_t and_mask = reader->Read(); uint32_t or_mask = reader->Read(); uint32_t value = register_file_->values[rmw_info & 0x1FFF].u32; if ((rmw_info >> 30) & 0x1) { // | reg value |= register_file_->values[or_mask & 0x1FFF].u32; } else { // | imm value |= or_mask; } if ((rmw_info >> 31) & 0x1) { // & reg value &= register_file_->values[and_mask & 0x1FFF].u32; } else { // & imm value &= and_mask; } WriteRegister(rmw_info & 0x1FFF, value); return true; } bool CommandProcessor::ExecutePacketType3_COND_WRITE(RingbufferReader* reader, uint32_t packet, uint32_t count) { // conditional write to memory or register uint32_t wait_info = reader->Read(); uint32_t poll_reg_addr = reader->Read(); uint32_t ref = reader->Read(); uint32_t mask = reader->Read(); uint32_t write_reg_addr = reader->Read(); uint32_t write_data = reader->Read(); uint32_t value; if (wait_info & 0x10) { // Memory. auto endianness = static_cast(poll_reg_addr & 0x3); poll_reg_addr &= ~0x3; trace_writer_.WriteMemoryRead(poll_reg_addr, 4); value = poly::load(membase_ + GpuToCpu(poll_reg_addr)); value = GpuSwap(value, endianness); } else { // Register. assert_true(poll_reg_addr < RegisterFile::kRegisterCount); value = register_file_->values[poll_reg_addr].u32; } bool matched = false; switch (wait_info & 0x7) { case 0x0: // Never. matched = false; break; case 0x1: // Less than reference. matched = (value & mask) < ref; break; case 0x2: // Less than or equal to reference. matched = (value & mask) <= ref; break; case 0x3: // Equal to reference. matched = (value & mask) == ref; break; case 0x4: // Not equal to reference. matched = (value & mask) != ref; break; case 0x5: // Greater than or equal to reference. matched = (value & mask) >= ref; break; case 0x6: // Greater than reference. matched = (value & mask) > ref; break; case 0x7: // Always matched = true; break; } if (matched) { // Write. if (wait_info & 0x100) { // Memory. auto endianness = static_cast(write_reg_addr & 0x3); write_reg_addr &= ~0x3; write_data = GpuSwap(write_data, endianness); poly::store(membase_ + GpuToCpu(write_reg_addr), write_data); trace_writer_.WriteMemoryWrite(write_reg_addr, 4); } else { // Register. WriteRegister(write_reg_addr, write_data); } } return true; } bool CommandProcessor::ExecutePacketType3_EVENT_WRITE(RingbufferReader* reader, uint32_t packet, uint32_t count) { // generate an event that creates a write to memory when completed uint32_t initiator = reader->Read(); // Writeback initiator. WriteRegister(XE_GPU_REG_VGT_EVENT_INITIATOR, initiator & 0x3F); if (count == 1) { // Just an event flag? Where does this write? } else { // Write to an address. assert_always(); reader->Advance(count - 1); } return true; } bool CommandProcessor::ExecutePacketType3_EVENT_WRITE_SHD( RingbufferReader* reader, uint32_t packet, uint32_t count) { // generate a VS|PS_done event uint32_t initiator = reader->Read(); uint32_t address = reader->Read(); uint32_t value = reader->Read(); // Writeback initiator. WriteRegister(XE_GPU_REG_VGT_EVENT_INITIATOR, initiator & 0x3F); uint32_t data_value; if ((initiator >> 31) & 0x1) { // Write counter (GPU vblank counter?). data_value = counter_; } else { // Write value. data_value = value; } auto endianness = static_cast(address & 0x3); address &= ~0x3; data_value = GpuSwap(data_value, endianness); poly::store(membase_ + GpuToCpu(address), data_value); trace_writer_.WriteMemoryWrite(address, 4); return true; } bool CommandProcessor::ExecutePacketType3_EVENT_WRITE_EXT( RingbufferReader* reader, uint32_t packet, uint32_t count) { // generate a screen extent event uint32_t initiator = reader->Read(); uint32_t address = reader->Read(); // Writeback initiator. WriteRegister(XE_GPU_REG_VGT_EVENT_INITIATOR, initiator & 0x3F); auto endianness = static_cast(address & 0x3); address &= ~0x3; // Let us hope we can fake this. uint16_t extents[] = { 0 >> 3, // min x 2560 >> 3, // max x 0 >> 3, // min y 2560 >> 3, // max y 0, // min z 1, // max z }; assert_true(endianness == xenos::Endian::k8in16); poly::copy_and_swap_16_aligned( reinterpret_cast(membase_ + GpuToCpu(address)), extents, poly::countof(extents)); trace_writer_.WriteMemoryWrite(address, sizeof(extents)); return true; } bool CommandProcessor::ExecutePacketType3_DRAW_INDX(RingbufferReader* reader, uint32_t packet, uint32_t count) { // initiate fetch of index buffer and draw // dword0 = viz query info uint32_t dword0 = reader->Read(); uint32_t dword1 = reader->Read(); uint32_t index_count = dword1 >> 16; auto prim_type = static_cast(dword1 & 0x3F); uint32_t src_sel = (dword1 >> 6) & 0x3; if (src_sel == 0x0) { // Indexed draw. index_buffer_info_.guest_base = reader->Read(); uint32_t index_size = reader->Read(); index_buffer_info_.endianness = static_cast(index_size >> 30); index_size &= 0x00FFFFFF; bool index_32bit = (dword1 >> 11) & 0x1; index_buffer_info_.format = index_32bit ? IndexFormat::kInt32 : IndexFormat::kInt16; index_size *= index_32bit ? 4 : 2; index_buffer_info_.length = index_size; index_buffer_info_.count = index_count; } else if (src_sel == 0x2) { // Auto draw. index_buffer_info_.guest_base = 0; index_buffer_info_.length = 0; } else { // Unknown source select. assert_always(); } draw_index_count_ = index_count; bool draw_valid = false; if (src_sel == 0x0) { // Indexed draw. draw_valid = draw_batcher_.BeginDrawElements(prim_type, index_count, index_buffer_info_.format); } else if (src_sel == 0x2) { // Auto draw. draw_valid = draw_batcher_.BeginDrawArrays(prim_type, index_count); } else { // Unknown source select. assert_always(); } if (!draw_valid) { return false; } return IssueDraw(); } bool CommandProcessor::ExecutePacketType3_DRAW_INDX_2(RingbufferReader* reader, uint32_t packet, uint32_t count) { // draw using supplied indices in packet uint32_t dword0 = reader->Read(); uint32_t index_count = dword0 >> 16; auto prim_type = static_cast(dword0 & 0x3F); uint32_t src_sel = (dword0 >> 6) & 0x3; assert_true(src_sel == 0x2); // 'SrcSel=AutoIndex' bool index_32bit = (dword0 >> 11) & 0x1; uint32_t indices_size = index_count * (index_32bit ? 4 : 2); uint32_t index_ptr = reader->ptr(); index_buffer_info_.guest_base = 0; index_buffer_info_.length = 0; reader->Advance(count - 1); draw_index_count_ = index_count; bool draw_valid = draw_batcher_.BeginDrawArrays(prim_type, index_count); if (!draw_valid) { return false; } return IssueDraw(); } bool CommandProcessor::ExecutePacketType3_SET_CONSTANT(RingbufferReader* reader, uint32_t packet, uint32_t count) { // load constant into chip and to memory // PM4_REG(reg) ((0x4 << 16) | (GSL_HAL_SUBBLOCK_OFFSET(reg))) // reg - 0x2000 uint32_t offset_type = reader->Read(); uint32_t index = offset_type & 0x7FF; uint32_t type = (offset_type >> 16) & 0xFF; switch (type) { case 0: // ALU index += 0x4000; break; case 1: // FETCH index += 0x4800; break; case 2: // BOOL index += 0x4900; break; case 3: // LOOP index += 0x4908; break; case 4: // REGISTERS index += 0x2000; break; default: assert_always(); reader->Skip(count - 1); return true; } for (uint32_t n = 0; n < count - 1; n++, index++) { uint32_t data = reader->Read(); WriteRegister(index, data); } return true; } bool CommandProcessor::ExecutePacketType3_SET_CONSTANT2( RingbufferReader* reader, uint32_t packet, uint32_t count) { uint32_t offset_type = reader->Read(); uint32_t index = offset_type & 0xFFFF; for (uint32_t n = 0; n < count - 1; n++, index++) { uint32_t data = reader->Read(); WriteRegister(index, data); } return true; } bool CommandProcessor::ExecutePacketType3_LOAD_ALU_CONSTANT( RingbufferReader* reader, uint32_t packet, uint32_t count) { // load constants from memory uint32_t address = reader->Read(); address &= 0x3FFFFFFF; uint32_t offset_type = reader->Read(); uint32_t index = offset_type & 0x7FF; uint32_t size_dwords = reader->Read(); size_dwords &= 0xFFF; uint32_t type = (offset_type >> 16) & 0xFF; switch (type) { case 0: // ALU index += 0x4000; break; case 1: // FETCH index += 0x4800; break; case 2: // BOOL index += 0x4900; break; case 3: // LOOP index += 0x4908; break; case 4: // REGISTERS index += 0x2000; break; default: assert_always(); return true; } trace_writer_.WriteMemoryRead(address, size_dwords * 4); for (uint32_t n = 0; n < size_dwords; n++, index++) { uint32_t data = poly::load_and_swap(membase_ + GpuToCpu(address + n * 4)); WriteRegister(index, data); } return true; } bool CommandProcessor::ExecutePacketType3_SET_SHADER_CONSTANTS( RingbufferReader* reader, uint32_t packet, uint32_t count) { uint32_t offset_type = reader->Read(); uint32_t index = offset_type & 0xFFFF; for (uint32_t n = 0; n < count - 1; n++, index++) { uint32_t data = reader->Read(); WriteRegister(index, data); } return true; } bool CommandProcessor::ExecutePacketType3_IM_LOAD(RingbufferReader* reader, uint32_t packet, uint32_t count) { // load sequencer instruction memory (pointer-based) uint32_t addr_type = reader->Read(); auto shader_type = static_cast(addr_type & 0x3); uint32_t addr = addr_type & ~0x3; uint32_t start_size = reader->Read(); uint32_t start = start_size >> 16; uint32_t size_dwords = start_size & 0xFFFF; // dwords assert_true(start == 0); trace_writer_.WriteMemoryRead(addr, size_dwords * 4); LoadShader(shader_type, reinterpret_cast(membase_ + GpuToCpu(addr)), size_dwords); return true; } bool CommandProcessor::ExecutePacketType3_IM_LOAD_IMMEDIATE( RingbufferReader* reader, uint32_t packet, uint32_t count) { // load sequencer instruction memory (code embedded in packet) uint32_t dword0 = reader->Read(); uint32_t dword1 = reader->Read(); auto shader_type = static_cast(dword0); uint32_t start_size = dword1; uint32_t start = start_size >> 16; uint32_t size_dwords = start_size & 0xFFFF; // dwords assert_true(start == 0); reader->CheckRead(size_dwords); LoadShader(shader_type, reinterpret_cast(membase_ + reader->ptr()), size_dwords); reader->Advance(size_dwords); return true; } bool CommandProcessor::ExecutePacketType3_INVALIDATE_STATE( RingbufferReader* reader, uint32_t packet, uint32_t count) { // selective invalidation of state pointers uint32_t mask = reader->Read(); // driver_->InvalidateState(mask); return true; } bool CommandProcessor::LoadShader(ShaderType shader_type, const uint32_t* address, uint32_t dword_count) { SCOPE_profile_cpu_f("gpu"); // Hash the input memory and lookup the shader. GL4Shader* shader_ptr = nullptr; uint64_t hash = XXH64(address, dword_count * sizeof(uint32_t), 0); auto it = shader_cache_.find(hash); if (it != shader_cache_.end()) { // Found in the cache. // TODO(benvanik): compare bytes? Likelyhood of collision is low. shader_ptr = it->second; } else { // Not found in cache. // No translation is performed here, as it depends on program_cntl. auto shader = std::make_unique(shader_type, hash, address, dword_count); shader_ptr = shader.get(); shader_cache_.insert({hash, shader_ptr}); all_shaders_.emplace_back(std::move(shader)); XELOGGPU("Set %s shader at %0.8X (%db):\n%s", shader_type == ShaderType::kVertex ? "vertex" : "pixel", uint32_t(reinterpret_cast(address) - reinterpret_cast(membase_)), dword_count * 4, shader_ptr->ucode_disassembly().c_str()); } switch (shader_type) { case ShaderType::kVertex: active_vertex_shader_ = shader_ptr; break; case ShaderType::kPixel: active_pixel_shader_ = shader_ptr; break; default: assert_unhandled_case(shader_type); return false; } return true; } bool CommandProcessor::IssueDraw() { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto& regs = *register_file_; auto enable_mode = static_cast(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7); if (enable_mode == ModeControl::kIgnore) { // Ignored. draw_batcher_.DiscardDraw(); return true; } else if (enable_mode == ModeControl::kCopy) { // Special copy handling. draw_batcher_.DiscardDraw(); return IssueCopy(); } #define CHECK_ISSUE_UPDATE_STATUS(status, mismatch, error_message) \ { \ if (status == UpdateStatus::kError) { \ PLOGE(error_message); \ draw_batcher_.DiscardDraw(); \ return false; \ } else if (status == UpdateStatus::kMismatch) { \ mismatch = true; \ } \ } UpdateStatus status; bool mismatch = false; status = UpdateShaders(draw_batcher_.prim_type()); CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to prepare draw shaders"); status = UpdateRenderTargets(); CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render targets"); if (!active_framebuffer_) { // No framebuffer, so nothing we do will actually have an effect. // Treat it as a no-op. // TODO(benvanik): if we have a vs export, still allow it to go. draw_batcher_.DiscardDraw(); return true; } status = UpdateState(); CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render state"); status = PopulateSamplers(); CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to prepare draw samplers"); status = PopulateIndexBuffer(); CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup index buffer"); status = PopulateVertexBuffers(); CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup vertex buffers"); if (!draw_batcher_.CommitDraw()) { return false; } if (!has_bindless_vbos_) { // TODO(benvanik): find a way to get around glVertexArrayVertexBuffer below. draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent); } return true; } bool CommandProcessor::SetShadowRegister(uint32_t& dest, uint32_t register_name) { uint32_t value = register_file_->values[register_name].u32; if (dest == value) { return false; } dest = value; return true; } bool CommandProcessor::SetShadowRegister(float& dest, uint32_t register_name) { float value = register_file_->values[register_name].f32; if (dest == value) { return false; } dest = value; return true; } CommandProcessor::UpdateStatus CommandProcessor::UpdateShaders( PrimitiveType prim_type) { auto& regs = update_shaders_regs_; // These are the constant base addresses/ranges for shaders. // We have these hardcoded right now cause nothing seems to differ. assert_true(register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 == 0x000FF000 || register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000); assert_true(register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 == 0x000FF100 || register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000); bool dirty = false; dirty |= SetShadowRegister(regs.pa_su_sc_mode_cntl, XE_GPU_REG_PA_SU_SC_MODE_CNTL); dirty |= SetShadowRegister(regs.sq_program_cntl, XE_GPU_REG_SQ_PROGRAM_CNTL); dirty |= regs.vertex_shader != active_vertex_shader_; dirty |= regs.pixel_shader != active_pixel_shader_; dirty |= regs.prim_type != prim_type; if (!dirty) { return UpdateStatus::kCompatible; } regs.vertex_shader = active_vertex_shader_; regs.pixel_shader = active_pixel_shader_; regs.prim_type = prim_type; SCOPE_profile_cpu_f("gpu"); draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange); xe_gpu_program_cntl_t program_cntl; program_cntl.dword_0 = regs.sq_program_cntl; if (!active_vertex_shader_->has_prepared()) { if (!active_vertex_shader_->PrepareVertexShader(program_cntl)) { XELOGE("Unable to prepare vertex shader"); return UpdateStatus::kError; } } else if (!active_vertex_shader_->is_valid()) { XELOGE("Vertex shader invalid"); return UpdateStatus::kError; } if (!active_pixel_shader_->has_prepared()) { if (!active_pixel_shader_->PreparePixelShader(program_cntl)) { XELOGE("Unable to prepare pixel shader"); return UpdateStatus::kError; } } else if (!active_pixel_shader_->is_valid()) { XELOGE("Pixel shader invalid"); return UpdateStatus::kError; } GLuint vertex_program = active_vertex_shader_->program(); GLuint fragment_program = active_pixel_shader_->program(); uint64_t key = (uint64_t(vertex_program) << 32) | fragment_program; CachedPipeline* cached_pipeline = nullptr; auto it = cached_pipelines_.find(key); if (it == cached_pipelines_.end()) { // Existing pipeline for these programs not found - create it. auto new_pipeline = std::make_unique(); new_pipeline->vertex_program = vertex_program; new_pipeline->fragment_program = fragment_program; new_pipeline->handles.default_pipeline = 0; cached_pipeline = new_pipeline.get(); all_pipelines_.emplace_back(std::move(new_pipeline)); cached_pipelines_.insert({key, cached_pipeline}); } else { // Found a pipeline container - it may or may not have what we want. cached_pipeline = it->second; } if (!cached_pipeline->handles.default_pipeline) { // Perhaps it's a bit wasteful to do all of these, but oh well. GLuint pipelines[5]; glCreateProgramPipelines(GLsizei(poly::countof(pipelines)), pipelines); glUseProgramStages(pipelines[0], GL_VERTEX_SHADER_BIT, vertex_program); glUseProgramStages(pipelines[0], GL_FRAGMENT_SHADER_BIT, fragment_program); cached_pipeline->handles.default_pipeline = pipelines[0]; glUseProgramStages(pipelines[1], GL_VERTEX_SHADER_BIT, vertex_program); glUseProgramStages(pipelines[1], GL_GEOMETRY_SHADER_BIT, point_list_geometry_program_); glUseProgramStages(pipelines[1], GL_FRAGMENT_SHADER_BIT, fragment_program); cached_pipeline->handles.point_list_pipeline = pipelines[1]; glUseProgramStages(pipelines[2], GL_VERTEX_SHADER_BIT, vertex_program); glUseProgramStages(pipelines[2], GL_GEOMETRY_SHADER_BIT, rect_list_geometry_program_); glUseProgramStages(pipelines[2], GL_FRAGMENT_SHADER_BIT, fragment_program); cached_pipeline->handles.rect_list_pipeline = pipelines[2]; glUseProgramStages(pipelines[3], GL_VERTEX_SHADER_BIT, vertex_program); glUseProgramStages(pipelines[3], GL_GEOMETRY_SHADER_BIT, quad_list_geometry_program_); glUseProgramStages(pipelines[3], GL_FRAGMENT_SHADER_BIT, fragment_program); cached_pipeline->handles.quad_list_pipeline = pipelines[3]; glUseProgramStages(pipelines[4], GL_VERTEX_SHADER_BIT, vertex_program); glUseProgramStages(pipelines[4], GL_GEOMETRY_SHADER_BIT, line_quad_list_geometry_program_); glUseProgramStages(pipelines[4], GL_FRAGMENT_SHADER_BIT, fragment_program); cached_pipeline->handles.line_quad_list_pipeline = pipelines[4]; // This can be set once, as the buffer never changes. if (has_bindless_vbos_) { glBindVertexArray(active_vertex_shader_->vao()); glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, scratch_buffer_.gpu_handle(), scratch_buffer_.capacity()); } else { glVertexArrayElementBuffer(active_vertex_shader_->vao(), scratch_buffer_.handle()); } } bool line_mode = false; if (((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0) { uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7; if (front_poly_mode == 1) { line_mode = true; } } GLuint pipeline = cached_pipeline->handles.default_pipeline; switch (regs.prim_type) { case PrimitiveType::kPointList: pipeline = cached_pipeline->handles.point_list_pipeline; break; case PrimitiveType::kRectangleList: pipeline = cached_pipeline->handles.rect_list_pipeline; break; case PrimitiveType::kQuadList: { if (line_mode) { pipeline = cached_pipeline->handles.line_quad_list_pipeline; } else { pipeline = cached_pipeline->handles.quad_list_pipeline; } break; } } draw_batcher_.ReconfigurePipeline(active_vertex_shader_, active_pixel_shader_, pipeline); glBindProgramPipeline(pipeline); glBindVertexArray(active_vertex_shader_->vao()); return UpdateStatus::kMismatch; } CommandProcessor::UpdateStatus CommandProcessor::UpdateRenderTargets() { auto& regs = update_render_targets_regs_; bool dirty = false; dirty |= SetShadowRegister(regs.rb_modecontrol, XE_GPU_REG_RB_MODECONTROL); dirty |= SetShadowRegister(regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO); dirty |= SetShadowRegister(regs.rb_color_info, XE_GPU_REG_RB_COLOR_INFO); dirty |= SetShadowRegister(regs.rb_color1_info, XE_GPU_REG_RB_COLOR1_INFO); dirty |= SetShadowRegister(regs.rb_color2_info, XE_GPU_REG_RB_COLOR2_INFO); dirty |= SetShadowRegister(regs.rb_color3_info, XE_GPU_REG_RB_COLOR3_INFO); dirty |= SetShadowRegister(regs.rb_color_mask, XE_GPU_REG_RB_COLOR_MASK); dirty |= SetShadowRegister(regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL); dirty |= SetShadowRegister(regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK); dirty |= SetShadowRegister(regs.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO); if (!dirty) { return UpdateStatus::kCompatible; } SCOPE_profile_cpu_f("gpu"); draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange); auto enable_mode = static_cast(regs.rb_modecontrol & 0x7); // RB_SURFACE_INFO // http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html uint32_t surface_pitch = regs.rb_surface_info & 0x3FFF; auto surface_msaa = static_cast((regs.rb_surface_info >> 16) & 0x3); // Get/create all color render targets, if we are using them. // In depth-only mode we don't need them. // Note that write mask may be more permissive than we want, so we mix that // with the actual targets the pixel shader writes to. GLenum draw_buffers[4] = {GL_NONE, GL_NONE, GL_NONE, GL_NONE}; const auto& shader_targets = active_pixel_shader_->alloc_counts().color_targets; GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget}; if (enable_mode == ModeControl::kColorDepth) { uint32_t color_info[4] = { regs.rb_color_info, regs.rb_color1_info, regs.rb_color2_info, regs.rb_color3_info, }; // A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE for (int n = 0; n < poly::countof(color_info); n++) { uint32_t write_mask = (regs.rb_color_mask >> (n * 4)) & 0xF; if (!write_mask || !shader_targets[n]) { // Unused, so keep disabled and set to wildcard so we'll take any // framebuffer that has it. continue; } uint32_t color_base = color_info[n] & 0xFFF; auto color_format = static_cast((color_info[n] >> 16) & 0xF); color_targets[n] = GetColorRenderTarget(surface_pitch, surface_msaa, color_base, color_format); draw_buffers[n] = GL_COLOR_ATTACHMENT0 + n; glColorMaski(n, !!(write_mask & 0x1), !!(write_mask & 0x2), !!(write_mask & 0x4), !!(write_mask & 0x8)); } } // Get/create depth buffer, but only if we are going to use it. bool uses_depth = (regs.rb_depthcontrol & 0x00000002) || (regs.rb_depthcontrol & 0x00000004); uint32_t stencil_write_mask = (regs.rb_stencilrefmask & 0x00FF0000) >> 16; bool uses_stencil = (regs.rb_depthcontrol & 0x00000001) || (stencil_write_mask != 0); GLuint depth_target = kAnyTarget; if (uses_depth && uses_stencil) { uint32_t depth_base = regs.rb_depth_info & 0xFFF; auto depth_format = static_cast((regs.rb_depth_info >> 16) & 0x1); depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base, depth_format); // TODO(benvanik): when a game switches does it expect to keep the same // depth buffer contents? } // Get/create a framebuffer with the required targets. // Note that none may be returned if we really don't need one. auto cached_framebuffer = GetFramebuffer(color_targets, depth_target); active_framebuffer_ = cached_framebuffer; if (active_framebuffer_) { // Setup just the targets we want. glNamedFramebufferDrawBuffers(cached_framebuffer->framebuffer, 4, draw_buffers); // Make active. // TODO(benvanik): can we do this all named? // TODO(benvanik): do we want this on READ too? glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer); } return UpdateStatus::kMismatch; } CommandProcessor::UpdateStatus CommandProcessor::UpdateState() { auto& regs = *register_file_; bool mismatch = false; #define CHECK_UPDATE_STATUS(status, mismatch, error_message) \ { \ if (status == UpdateStatus::kError) { \ PLOGE(error_message); \ return status; \ } else if (status == UpdateStatus::kMismatch) { \ mismatch = true; \ } \ } UpdateStatus status; status = UpdateViewportState(); CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state"); status = UpdateRasterizerState(); CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterizer state"); status = UpdateBlendState(); CHECK_UPDATE_STATUS(status, mismatch, "Unable to update blend state"); status = UpdateDepthStencilState(); CHECK_UPDATE_STATUS(status, mismatch, "Unable to update depth/stencil state"); return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible; } CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState() { auto& reg_file = *register_file_; auto& regs = update_viewport_state_regs_; bool dirty = false; // dirty |= SetShadowRegister(state_regs.pa_cl_clip_cntl, // XE_GPU_REG_PA_CL_CLIP_CNTL); dirty |= SetShadowRegister(regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO); dirty |= SetShadowRegister(regs.pa_cl_vte_cntl, XE_GPU_REG_PA_CL_VTE_CNTL); dirty |= SetShadowRegister(regs.pa_su_sc_mode_cntl, XE_GPU_REG_PA_SU_SC_MODE_CNTL); dirty |= SetShadowRegister(regs.pa_sc_window_offset, XE_GPU_REG_PA_SC_WINDOW_OFFSET); dirty |= SetShadowRegister(regs.pa_sc_window_scissor_tl, XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL); dirty |= SetShadowRegister(regs.pa_sc_window_scissor_br, XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR); dirty |= SetShadowRegister(regs.pa_cl_vport_xoffset, XE_GPU_REG_PA_CL_VPORT_XOFFSET); dirty |= SetShadowRegister(regs.pa_cl_vport_yoffset, XE_GPU_REG_PA_CL_VPORT_YOFFSET); dirty |= SetShadowRegister(regs.pa_cl_vport_zoffset, XE_GPU_REG_PA_CL_VPORT_ZOFFSET); dirty |= SetShadowRegister(regs.pa_cl_vport_xscale, XE_GPU_REG_PA_CL_VPORT_XSCALE); dirty |= SetShadowRegister(regs.pa_cl_vport_yscale, XE_GPU_REG_PA_CL_VPORT_YSCALE); dirty |= SetShadowRegister(regs.pa_cl_vport_zscale, XE_GPU_REG_PA_CL_VPORT_ZSCALE); // Much of this state machine is extracted from: // https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c // http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf // VTX_XY_FMT = true: the incoming X, Y have already been multiplied by 1/W0. // = false: multiply the X, Y coordinates by 1/W0. // VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0. // = false: multiply the Z coordinate by 1/W0. // VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to // get 1/W0. draw_batcher_.set_vtx_fmt((regs.pa_cl_vte_cntl >> 8) & 0x1 ? 1.0f : 0.0f, (regs.pa_cl_vte_cntl >> 9) & 0x1 ? 1.0f : 0.0f, (regs.pa_cl_vte_cntl >> 10) & 0x1 ? 1.0f : 0.0f); // Done in VS, no need to flush state. if ((regs.pa_cl_vte_cntl & (1 << 0)) > 0) { draw_batcher_.set_window_scalar(1.0f, 1.0f); } else { draw_batcher_.set_window_scalar(1.0f / 2560.0f, -1.0f / 2560.0f); } if (!dirty) { return UpdateStatus::kCompatible; } draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange); // Clipping. // https://github.com/freedreno/amd-gpu/blob/master/include/reg/yamato/14/yamato_genenum.h#L1587 // bool clip_enabled = ((regs.pa_cl_clip_cntl >> 17) & 0x1) == 0; // bool dx_clip = ((regs.pa_cl_clip_cntl >> 19) & 0x1) == 0x1; //// TODO(benvanik): depth range? // if (dx_clip) { // glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE); //} else { // glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); //} // 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 int16_t window_offset_x = 0; int16_t window_offset_y = 0; if ((regs.pa_su_sc_mode_cntl >> 16) & 1) { window_offset_x = regs.pa_sc_window_offset & 0x7FFF; window_offset_y = (regs.pa_sc_window_offset >> 16) & 0x7FFF; if (window_offset_x & 0x4000) { window_offset_x |= 0x8000; } if (window_offset_y & 0x4000) { window_offset_y |= 0x8000; } } GLint ws_x = regs.pa_sc_window_scissor_tl & 0x7FFF; GLint ws_y = (regs.pa_sc_window_scissor_tl >> 16) & 0x7FFF; GLsizei ws_w = (regs.pa_sc_window_scissor_br & 0x7FFF) - ws_x; GLsizei ws_h = ((regs.pa_sc_window_scissor_br >> 16) & 0x7FFF) - ws_y; glScissorIndexed(0, ws_x, ws_y, ws_w, ws_h); // HACK: no clue where to get these values. // RB_SURFACE_INFO auto surface_msaa = static_cast((regs.rb_surface_info >> 16) & 0x3); // TODO(benvanik): ?? float window_width_scalar = 1; float window_height_scalar = 1; switch (surface_msaa) { case MsaaSamples::k1X: break; case MsaaSamples::k2X: window_width_scalar = 2; break; case MsaaSamples::k4X: window_width_scalar = 2; window_height_scalar = 2; break; } // Whether each of the viewport settings are enabled. // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf bool vport_xscale_enable = (regs.pa_cl_vte_cntl & (1 << 0)) > 0; bool vport_xoffset_enable = (regs.pa_cl_vte_cntl & (1 << 1)) > 0; bool vport_yscale_enable = (regs.pa_cl_vte_cntl & (1 << 2)) > 0; bool vport_yoffset_enable = (regs.pa_cl_vte_cntl & (1 << 3)) > 0; bool vport_zscale_enable = (regs.pa_cl_vte_cntl & (1 << 4)) > 0; bool vport_zoffset_enable = (regs.pa_cl_vte_cntl & (1 << 5)) > 0; assert_true(vport_xscale_enable == vport_yscale_enable == vport_zscale_enable == vport_xoffset_enable == vport_yoffset_enable == vport_zoffset_enable); if (vport_xscale_enable) { float texel_offset_x = 0.0f; float texel_offset_y = 0.0f; float vox = vport_xoffset_enable ? regs.pa_cl_vport_xoffset : 0; float voy = vport_yoffset_enable ? regs.pa_cl_vport_yoffset : 0; float voz = vport_zoffset_enable ? regs.pa_cl_vport_zoffset : 0; float vsx = vport_xscale_enable ? regs.pa_cl_vport_xscale : 1; float vsy = vport_yscale_enable ? regs.pa_cl_vport_yscale : 1; float vsz = vport_zscale_enable ? regs.pa_cl_vport_zscale : 1; window_width_scalar = window_height_scalar = 1; float vpw = 2 * window_width_scalar * vsx; float vph = -2 * window_height_scalar * vsy; float vpx = window_width_scalar * vox - vpw / 2; float vpy = window_height_scalar * voy - vph / 2; glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph); } else { float texel_offset_x = 0.0f; float texel_offset_y = 0.0f; float vpw = 2 * 2560.0f * window_width_scalar; float vph = 2 * 2560.0f * window_height_scalar; float vpx = -2560.0f * window_width_scalar; float vpy = -2560.0f * window_height_scalar; glViewportIndexedf(0, vpx + texel_offset_x, vpy + texel_offset_y, vpw, vph); } return UpdateStatus::kMismatch; } CommandProcessor::UpdateStatus CommandProcessor::UpdateRasterizerState() { auto& regs = update_rasterizer_state_regs_; bool dirty = false; dirty |= SetShadowRegister(regs.pa_su_sc_mode_cntl, XE_GPU_REG_PA_SU_SC_MODE_CNTL); dirty |= SetShadowRegister(regs.pa_sc_screen_scissor_tl, XE_GPU_REG_PA_SC_SCREEN_SCISSOR_TL); dirty |= SetShadowRegister(regs.pa_sc_screen_scissor_br, XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR); if (!dirty) { return UpdateStatus::kCompatible; } SCOPE_profile_cpu_f("gpu"); draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange); // Scissoring. // TODO(benvanik): is this used? we are using scissoring for window scissor. if (regs.pa_sc_screen_scissor_tl != 0 && regs.pa_sc_screen_scissor_br != 0x20002000) { assert_always(); // glEnable(GL_SCISSOR_TEST); // TODO(benvanik): signed? int32_t screen_scissor_x = regs.pa_sc_screen_scissor_tl & 0x7FFF; int32_t screen_scissor_y = (regs.pa_sc_screen_scissor_tl >> 16) & 0x7FFF; int32_t screen_scissor_w = regs.pa_sc_screen_scissor_br & 0x7FFF - screen_scissor_x; int32_t screen_scissor_h = (regs.pa_sc_screen_scissor_br >> 16) & 0x7FFF - screen_scissor_y; glScissor(screen_scissor_x, screen_scissor_y, screen_scissor_w, screen_scissor_h); } else { // glDisable(GL_SCISSOR_TEST); } switch (regs.pa_su_sc_mode_cntl & 0x3) { case 0: glDisable(GL_CULL_FACE); break; case 1: glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); break; case 2: glEnable(GL_CULL_FACE); glCullFace(GL_BACK); break; } if (regs.pa_su_sc_mode_cntl & 0x4) { glFrontFace(GL_CW); } else { glFrontFace(GL_CCW); } static const GLenum kFillModes[3] = { GL_POINT, GL_LINE, GL_FILL, }; bool poly_mode = ((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0; if (poly_mode) { uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7; uint32_t back_poly_mode = (regs.pa_su_sc_mode_cntl >> 8) & 0x7; // GL only supports both matching. assert_true(front_poly_mode == back_poly_mode); glPolygonMode(GL_FRONT_AND_BACK, kFillModes[front_poly_mode]); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } if (regs.pa_su_sc_mode_cntl & (1 << 20)) { glProvokingVertex(GL_LAST_VERTEX_CONVENTION); } else { glProvokingVertex(GL_FIRST_VERTEX_CONVENTION); } return UpdateStatus::kMismatch; } CommandProcessor::UpdateStatus CommandProcessor::UpdateBlendState() { auto& reg_file = *register_file_; auto& regs = update_blend_state_regs_; // Alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE // Deprecated in GL, implemented in shader. // if(ALPHATESTENABLE && frag_out.a [<=/ALPHAFUNC] ALPHAREF) discard; uint32_t color_control = reg_file[XE_GPU_REG_RB_COLORCONTROL].u32; draw_batcher_.set_alpha_test((color_control & 0x4) != 0, // ALPAHTESTENABLE color_control & 0x3, // ALPHAFUNC reg_file[XE_GPU_REG_RB_ALPHA_REF].f32); bool dirty = false; dirty |= SetShadowRegister(regs.rb_blendcontrol[0], XE_GPU_REG_RB_BLENDCONTROL_0); dirty |= SetShadowRegister(regs.rb_blendcontrol[1], XE_GPU_REG_RB_BLENDCONTROL_1); dirty |= SetShadowRegister(regs.rb_blendcontrol[2], XE_GPU_REG_RB_BLENDCONTROL_2); dirty |= SetShadowRegister(regs.rb_blendcontrol[3], XE_GPU_REG_RB_BLENDCONTROL_3); dirty |= SetShadowRegister(regs.rb_blend_rgba[0], XE_GPU_REG_RB_BLEND_RED); dirty |= SetShadowRegister(regs.rb_blend_rgba[1], XE_GPU_REG_RB_BLEND_GREEN); dirty |= SetShadowRegister(regs.rb_blend_rgba[2], XE_GPU_REG_RB_BLEND_BLUE); dirty |= SetShadowRegister(regs.rb_blend_rgba[3], XE_GPU_REG_RB_BLEND_ALPHA); if (!dirty) { return UpdateStatus::kCompatible; } SCOPE_profile_cpu_f("gpu"); draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange); static const GLenum blend_map[] = { /* 0 */ GL_ZERO, /* 1 */ GL_ONE, /* 2 */ GL_ZERO, // ? /* 3 */ GL_ZERO, // ? /* 4 */ GL_SRC_COLOR, /* 5 */ GL_ONE_MINUS_SRC_COLOR, /* 6 */ GL_SRC_ALPHA, /* 7 */ GL_ONE_MINUS_SRC_ALPHA, /* 8 */ GL_DST_COLOR, /* 9 */ GL_ONE_MINUS_DST_COLOR, /* 10 */ GL_DST_ALPHA, /* 11 */ GL_ONE_MINUS_DST_ALPHA, /* 12 */ GL_CONSTANT_COLOR, /* 13 */ GL_ONE_MINUS_CONSTANT_COLOR, /* 14 */ GL_CONSTANT_ALPHA, /* 15 */ GL_ONE_MINUS_CONSTANT_ALPHA, /* 16 */ GL_SRC_ALPHA_SATURATE, }; static const GLenum blend_op_map[] = { /* 0 */ GL_FUNC_ADD, /* 1 */ GL_FUNC_SUBTRACT, /* 2 */ GL_MIN, /* 3 */ GL_MAX, /* 4 */ GL_FUNC_REVERSE_SUBTRACT, }; for (int i = 0; i < poly::countof(regs.rb_blendcontrol); ++i) { uint32_t blend_control = regs.rb_blendcontrol[i]; // A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND auto src_blend = blend_map[(blend_control & 0x0000001F) >> 0]; // A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND auto dest_blend = blend_map[(blend_control & 0x00001F00) >> 8]; // A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN auto blend_op = blend_op_map[(blend_control & 0x000000E0) >> 5]; // A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND auto src_blend_alpha = blend_map[(blend_control & 0x001F0000) >> 16]; // A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND auto dest_blend_alpha = blend_map[(blend_control & 0x1F000000) >> 24]; // A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN auto blend_op_alpha = blend_op_map[(blend_control & 0x00E00000) >> 21]; // A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this! // Just guess based on actions. bool blend_enable = !((src_blend == GL_ONE) && (dest_blend == GL_ZERO) && (blend_op == GL_FUNC_ADD) && (src_blend_alpha == GL_ONE) && (dest_blend_alpha == GL_ZERO) && (blend_op_alpha == GL_FUNC_ADD)); if (blend_enable) { glEnablei(GL_BLEND, i); glBlendEquationSeparatei(i, blend_op, blend_op_alpha); glBlendFuncSeparatei(i, src_blend, dest_blend, src_blend_alpha, dest_blend_alpha); } else { glDisablei(GL_BLEND, i); } } glBlendColor(regs.rb_blend_rgba[0], regs.rb_blend_rgba[1], regs.rb_blend_rgba[2], regs.rb_blend_rgba[3]); return UpdateStatus::kMismatch; } CommandProcessor::UpdateStatus CommandProcessor::UpdateDepthStencilState() { auto& regs = update_depth_stencil_state_regs_; bool dirty = false; dirty |= SetShadowRegister(regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL); dirty |= SetShadowRegister(regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK); if (!dirty) { return UpdateStatus::kCompatible; } SCOPE_profile_cpu_f("gpu"); draw_batcher_.Flush(DrawBatcher::FlushMode::kStateChange); static const GLenum compare_func_map[] = { /* 0 */ GL_NEVER, /* 1 */ GL_LESS, /* 2 */ GL_EQUAL, /* 3 */ GL_LEQUAL, /* 4 */ GL_GREATER, /* 5 */ GL_NOTEQUAL, /* 6 */ GL_GEQUAL, /* 7 */ GL_ALWAYS, }; static const GLenum stencil_op_map[] = { /* 0 */ GL_KEEP, /* 1 */ GL_ZERO, /* 2 */ GL_REPLACE, /* 3 */ GL_INCR_WRAP, /* 4 */ GL_DECR_WRAP, /* 5 */ GL_INVERT, /* 6 */ GL_INCR, /* 7 */ GL_DECR, }; // A2XX_RB_DEPTHCONTROL_Z_ENABLE if (regs.rb_depthcontrol & 0x00000002) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } // A2XX_RB_DEPTHCONTROL_Z_WRITE_ENABLE glDepthMask((regs.rb_depthcontrol & 0x00000004) ? GL_TRUE : GL_FALSE); // A2XX_RB_DEPTHCONTROL_EARLY_Z_ENABLE // ? // A2XX_RB_DEPTHCONTROL_ZFUNC glDepthFunc(compare_func_map[(regs.rb_depthcontrol & 0x00000070) >> 4]); // A2XX_RB_DEPTHCONTROL_STENCIL_ENABLE if (regs.rb_depthcontrol & 0x00000001) { glEnable(GL_STENCIL_TEST); } else { glDisable(GL_STENCIL_TEST); } // RB_STENCILREFMASK_STENCILREF uint32_t stencil_ref = (regs.rb_stencilrefmask & 0x000000FF); // RB_STENCILREFMASK_STENCILMASK uint32_t stencil_read_mask = (regs.rb_stencilrefmask & 0x0000FF00) >> 8; // RB_STENCILREFMASK_STENCILWRITEMASK glStencilMask((regs.rb_stencilrefmask & 0x00FF0000) >> 16); // A2XX_RB_DEPTHCONTROL_BACKFACE_ENABLE bool backface_enabled = (regs.rb_depthcontrol & 0x00000080) != 0; if (backface_enabled) { // A2XX_RB_DEPTHCONTROL_STENCILFUNC glStencilFuncSeparate( GL_FRONT, compare_func_map[(regs.rb_depthcontrol & 0x00000700) >> 8], stencil_ref, stencil_read_mask); // A2XX_RB_DEPTHCONTROL_STENCILFAIL // A2XX_RB_DEPTHCONTROL_STENCILZFAIL // A2XX_RB_DEPTHCONTROL_STENCILZPASS glStencilOpSeparate( GL_FRONT, stencil_op_map[(regs.rb_depthcontrol & 0x00003800) >> 11], stencil_op_map[(regs.rb_depthcontrol & 0x000E0000) >> 17], stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]); // A2XX_RB_DEPTHCONTROL_STENCILFUNC_BF glStencilFuncSeparate( GL_BACK, compare_func_map[(regs.rb_depthcontrol & 0x00700000) >> 20], stencil_ref, stencil_read_mask); // A2XX_RB_DEPTHCONTROL_STENCILFAIL_BF // A2XX_RB_DEPTHCONTROL_STENCILZFAIL_BF // A2XX_RB_DEPTHCONTROL_STENCILZPASS_BF glStencilOpSeparate( GL_BACK, stencil_op_map[(regs.rb_depthcontrol & 0x03800000) >> 23], stencil_op_map[(regs.rb_depthcontrol & 0xE0000000) >> 29], stencil_op_map[(regs.rb_depthcontrol & 0x1C000000) >> 26]); } else { // Backfaces disabled - treat backfaces as frontfaces. glStencilFunc(compare_func_map[(regs.rb_depthcontrol & 0x00000700) >> 8], stencil_ref, stencil_read_mask); glStencilOp(stencil_op_map[(regs.rb_depthcontrol & 0x00003800) >> 11], stencil_op_map[(regs.rb_depthcontrol & 0x000E0000) >> 17], stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]); } return UpdateStatus::kMismatch; } CommandProcessor::UpdateStatus CommandProcessor::PopulateIndexBuffer() { auto& regs = *register_file_; auto& info = index_buffer_info_; if (!info.guest_base) { // No index buffer or auto draw. return UpdateStatus::kCompatible; } #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES // Min/max index ranges for clamping. This is often [0g,FFFF|FFFFFF]. // All indices should be clamped to [min,max]. May be a way to do this in GL. uint32_t min_index = regs[XE_GPU_REG_VGT_MIN_VTX_INDX].u32; uint32_t max_index = regs[XE_GPU_REG_VGT_MAX_VTX_INDX].u32; assert_true(min_index == 0); assert_true(max_index == 0xFFFF || max_index == 0xFFFFFF); assert_true(info.endianness == Endian::k8in16 || info.endianness == Endian::k8in32); size_t total_size = info.count * (info.format == IndexFormat::kInt32 ? sizeof(uint32_t) : sizeof(uint16_t)); auto allocation = scratch_buffer_.Acquire(total_size); trace_writer_.WriteMemoryRead(info.guest_base, info.length); if (info.format == IndexFormat::kInt32) { auto dest = reinterpret_cast(allocation.host_ptr); auto src = reinterpret_cast(membase_ + info.guest_base); uint32_t max_index_found; poly::copy_and_swap_32_aligned(dest, src, info.count, &max_index_found); index_buffer_info_.max_index_found = max_index_found; } else { auto dest = reinterpret_cast(allocation.host_ptr); auto src = reinterpret_cast(membase_ + info.guest_base); uint16_t max_index_found; poly::copy_and_swap_16_aligned(dest, src, info.count, &max_index_found); index_buffer_info_.max_index_found = max_index_found; } draw_batcher_.set_index_buffer(allocation); scratch_buffer_.Commit(std::move(allocation)); return UpdateStatus::kCompatible; } CommandProcessor::UpdateStatus CommandProcessor::PopulateVertexBuffers() { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto& regs = *register_file_; assert_not_null(active_vertex_shader_); uint32_t el_index = 0; const auto& buffer_inputs = active_vertex_shader_->buffer_inputs(); for (uint32_t buffer_index = 0; buffer_index < buffer_inputs.count; ++buffer_index) { const auto& desc = buffer_inputs.descs[buffer_index]; int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (desc.fetch_slot / 3) * 6; const auto group = reinterpret_cast(®s.values[r]); const xe_gpu_vertex_fetch_t* fetch = nullptr; switch (desc.fetch_slot % 3) { case 0: fetch = &group->vertex_fetch_0; break; case 1: fetch = &group->vertex_fetch_1; break; case 2: fetch = &group->vertex_fetch_2; break; } assert_true(fetch->endian == 2); // Constrain the vertex upload to just what we are interested in. const size_t kRangeKludge = 5; // could pick index count based on prim. uint32_t max_index = index_buffer_info_.guest_base ? index_buffer_info_.max_index_found : draw_index_count_; size_t valid_range = (max_index + kRangeKludge) * desc.stride_words * 4; valid_range = std::min(valid_range, size_t(fetch->size * 4)); auto allocation = scratch_buffer_.Acquire(valid_range); trace_writer_.WriteMemoryRead(fetch->address << 2, valid_range); // Copy and byte swap the entire buffer. // We could be smart about this to save GPU bandwidth by building a CRC // as we copy and only if it differs from the previous value committing // it (and if it matches just discard and reuse). poly::copy_and_swap_32_aligned( reinterpret_cast(allocation.host_ptr), reinterpret_cast(membase_ + (fetch->address << 2)), valid_range / 4); if (!has_bindless_vbos_) { // TODO(benvanik): if we could find a way to avoid this, we could use // multidraw without flushing. glVertexArrayVertexBuffer(active_vertex_shader_->vao(), buffer_index, scratch_buffer_.handle(), allocation.offset, desc.stride_words * 4); } if (has_bindless_vbos_) { for (uint32_t i = 0; i < desc.element_count; ++i, ++el_index) { const auto& el = desc.elements[i]; draw_batcher_.set_vertex_buffer(el_index, 0, desc.stride_words * 4, allocation); } } scratch_buffer_.Commit(std::move(allocation)); } return UpdateStatus::kCompatible; } CommandProcessor::UpdateStatus CommandProcessor::PopulateSamplers() { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto& regs = *register_file_; bool mismatch = false; // VS and PS samplers are shared, but may be used exclusively. // We walk each and setup lazily. bool has_setup_sampler[32] = {false}; // Vertex texture samplers. const auto& vertex_sampler_inputs = active_vertex_shader_->sampler_inputs(); for (size_t i = 0; i < vertex_sampler_inputs.count; ++i) { const auto& desc = vertex_sampler_inputs.descs[i]; if (has_setup_sampler[desc.fetch_slot]) { continue; } has_setup_sampler[desc.fetch_slot] = true; auto status = PopulateSampler(desc); if (status == UpdateStatus::kError) { return status; } else if (status == UpdateStatus::kMismatch) { mismatch = true; } } // Pixel shader texture sampler. const auto& pixel_sampler_inputs = active_pixel_shader_->sampler_inputs(); for (size_t i = 0; i < pixel_sampler_inputs.count; ++i) { const auto& desc = pixel_sampler_inputs.descs[i]; if (has_setup_sampler[desc.fetch_slot]) { continue; } has_setup_sampler[desc.fetch_slot] = true; auto status = PopulateSampler(desc); if (status == UpdateStatus::kError) { return UpdateStatus::kError; } else if (status == UpdateStatus::kMismatch) { mismatch = true; } } return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible; } CommandProcessor::UpdateStatus CommandProcessor::PopulateSampler( const Shader::SamplerDesc& desc) { auto& regs = *register_file_; int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + desc.fetch_slot * 6; auto group = reinterpret_cast(®s.values[r]); auto& fetch = group->texture_fetch; // Reset slot. // If we fail, we still draw but with an invalid texture. draw_batcher_.set_texture_sampler(desc.fetch_slot, 0); if (FLAGS_disable_textures) { return UpdateStatus::kCompatible; } // ? if (!fetch.type) { return UpdateStatus::kCompatible; } assert_true(fetch.type == 0x2); TextureInfo texture_info; if (!TextureInfo::Prepare(fetch, &texture_info)) { XELOGE("Unable to parse texture fetcher info"); return UpdateStatus::kCompatible; // invalid texture used } SamplerInfo sampler_info; if (!SamplerInfo::Prepare(fetch, desc.tex_fetch, &sampler_info)) { XELOGE("Unable to parse sampler info"); return UpdateStatus::kCompatible; // invalid texture used } trace_writer_.WriteMemoryRead(texture_info.guest_address, texture_info.input_length); auto entry_view = texture_cache_.Demand(texture_info, sampler_info); if (!entry_view) { // Unable to create/fetch/etc. XELOGE("Failed to demand texture"); return UpdateStatus::kCompatible; } // Shaders will use bindless to fetch right from it. draw_batcher_.set_texture_sampler(desc.fetch_slot, entry_view->texture_sampler_handle); return UpdateStatus::kCompatible; } bool CommandProcessor::IssueCopy() { SCOPE_profile_cpu_f("gpu"); auto& regs = *register_file_; // This is used to resolve surfaces, taking them from EDRAM render targets // to system memory. It can optionally clear color/depth surfaces, too. // The command buffer has stuff for actually doing this by drawing, however // we should be able to do it without that much easier. uint32_t copy_control = regs[XE_GPU_REG_RB_COPY_CONTROL].u32; // Render targets 0-3, 4 = depth uint32_t copy_src_select = copy_control & 0x7; bool color_clear_enabled = (copy_control >> 8) & 0x1; bool depth_clear_enabled = (copy_control >> 9) & 0x1; auto copy_command = static_cast((copy_control >> 20) & 0x3); uint32_t copy_dest_info = regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32; auto copy_dest_endian = static_cast(copy_dest_info & 0x7); uint32_t copy_dest_array = (copy_dest_info >> 3) & 0x1; assert_true(copy_dest_array == 0); uint32_t copy_dest_slice = (copy_dest_info >> 4) & 0x7; assert_true(copy_dest_slice == 0); auto copy_dest_format = static_cast((copy_dest_info >> 7) & 0x3F); uint32_t copy_dest_number = (copy_dest_info >> 13) & 0x7; // assert_true(copy_dest_number == 0); // ? uint32_t copy_dest_bias = (copy_dest_info >> 16) & 0x3F; assert_true(copy_dest_bias == 0); uint32_t copy_dest_swap = (copy_dest_info >> 25) & 0x1; uint32_t copy_dest_base = regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32; uint32_t copy_dest_pitch = regs[XE_GPU_REG_RB_COPY_DEST_PITCH].u32; uint32_t copy_dest_height = (copy_dest_pitch >> 16) & 0x3FFF; copy_dest_pitch &= 0x3FFF; // None of this is supported yet: uint32_t copy_surface_slice = regs[XE_GPU_REG_RB_COPY_SURFACE_SLICE].u32; assert_true(copy_surface_slice == 0); uint32_t copy_func = regs[XE_GPU_REG_RB_COPY_FUNC].u32; assert_true(copy_func == 0); uint32_t copy_ref = regs[XE_GPU_REG_RB_COPY_REF].u32; assert_true(copy_ref == 0); uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32; assert_true(copy_mask == 0); // RB_SURFACE_INFO // http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32; uint32_t surface_pitch = surface_info & 0x3FFF; auto surface_msaa = static_cast((surface_info >> 16) & 0x3); // Depending on the source, pick the buffer we'll be sourcing. // We then query for a cached framebuffer setup with that buffer active. TextureFormat src_format = TextureFormat::kUnknown; GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget}; GLuint depth_target = kAnyTarget; if (copy_src_select <= 3) { // Source from a color target. uint32_t color_info[4] = { regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32, regs[XE_GPU_REG_RB_COLOR2_INFO].u32, regs[XE_GPU_REG_RB_COLOR3_INFO].u32, }; uint32_t color_base = color_info[copy_src_select] & 0xFFF; auto color_format = static_cast( (color_info[copy_src_select] >> 16) & 0xF); color_targets[copy_src_select] = GetColorRenderTarget( surface_pitch, surface_msaa, color_base, color_format); src_format = ColorRenderTargetToTextureFormat(color_format); } else { // Source from depth/stencil. uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32; uint32_t depth_base = depth_info & 0xFFF; auto depth_format = static_cast((depth_info >> 16) & 0x1); depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base, depth_format); src_format = DepthRenderTargetToTextureFormat(depth_format); } auto source_framebuffer = GetFramebuffer(color_targets, depth_target); if (!source_framebuffer) { // If we get here we are likely missing some state checks. assert_always("No framebuffer for copy source? no-op copy?"); PLOGE("No framebuffer for copy source"); return false; } GLenum read_format; GLenum read_type; switch (copy_dest_format) { case ColorFormat::k_4_4_4_4: read_format = GL_RGBA4; read_type = GL_UNSIGNED_SHORT_4_4_4_4; break; case ColorFormat::k_8: read_format = GL_R8; read_type = GL_UNSIGNED_BYTE; break; case ColorFormat::k_8_8_8_8: read_format = copy_dest_swap ? GL_BGRA : GL_RGBA; read_type = GL_UNSIGNED_BYTE; break; case ColorFormat::k_16: read_format = GL_R16; read_type = GL_UNSIGNED_SHORT; break; case ColorFormat::k_16_FLOAT: read_format = GL_R16; read_type = GL_HALF_FLOAT; break; case ColorFormat::k_16_16: read_format = GL_RG16; read_type = GL_UNSIGNED_SHORT; break; case ColorFormat::k_16_16_16_16_FLOAT: read_format = GL_RGBA; read_type = GL_HALF_FLOAT; break; case ColorFormat::k_32_FLOAT: read_format = GL_R32F; read_type = GL_FLOAT; break; default: assert_unhandled_case(copy_dest_format); return false; } // TODO(benvanik): swap channel ordering on copy_dest_swap // Can we use GL swizzles for this? // Swap byte order during read. // TODO(benvanik): handle other endian modes. switch (copy_dest_endian) { case Endian128::kUnspecified: glPixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE); break; case Endian128::k8in32: glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE); break; default: // assert_unhandled_case(copy_dest_endian); glPixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE); break; } // TODO(benvanik): tweak alignments/strides. // glPixelStorei(GL_PACK_ALIGNMENT, 1); // glPixelStorei(GL_PACK_ROW_LENGTH, 0); // glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0); // Destination pointer in guest memory. // We have GL throw bytes directly into it. // TODO(benvanik): copy to staging texture then PBO back? void* ptr = membase_ + GpuToCpu(copy_dest_base); // TODO(benvanik): any way to scissor this? a200 has: // REG_A2XX_RB_COPY_DEST_OFFSET = A2XX_RB_COPY_DEST_OFFSET_X(tile->xoff) | // A2XX_RB_COPY_DEST_OFFSET_Y(tile->yoff); // but I can't seem to find something similar. // Maybe scissor rect/window offset? uint32_t x = 0; uint32_t y = 0; uint32_t w = copy_dest_pitch; uint32_t h = copy_dest_height; uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32; int16_t window_offset_x = window_offset & 0x7FFF; int16_t window_offset_y = (window_offset >> 16) & 0x7FFF; if (window_offset_x & 0x4000) { window_offset_x |= 0x8000; } if (window_offset_y & 0x4000) { window_offset_y |= 0x8000; } // x = window_offset_x; // y = window_offset_y; // Make active so glReadPixels reads from us. switch (copy_command) { case CopyCommand::kRaw: { // This performs a byte-for-byte copy of the textures from src to dest // with no conversion. Byte swapping may still occur. if (copy_src_select <= 3) { // Source from a bound render target. // TODO(benvanik): RAW copy. last_framebuffer_texture_ = texture_cache_.CopyTexture( context_->blitter(), copy_dest_base, x, y, w, h, ColorFormatToTextureFormat(copy_dest_format), copy_dest_swap ? true : false, color_targets[copy_src_select]); if (!FLAGS_disable_framebuffer_readback) { // glReadPixels(x, y, w, h, read_format, read_type, ptr); } } else { // Source from the bound depth/stencil target. // TODO(benvanik): RAW copy. texture_cache_.CopyTexture(context_->blitter(), copy_dest_base, x, y, w, h, src_format, copy_dest_swap ? true : false, depth_target); if (!FLAGS_disable_framebuffer_readback) { // glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr); } } break; } case CopyCommand::kConvert: { if (copy_src_select <= 3) { // Source from a bound render target. // Either copy the readbuffer into an existing texture or create a new // one in the cache so we can service future upload requests. last_framebuffer_texture_ = texture_cache_.ConvertTexture( context_->blitter(), copy_dest_base, x, y, w, h, ColorFormatToTextureFormat(copy_dest_format), copy_dest_swap ? true : false, color_targets[copy_src_select]); if (!FLAGS_disable_framebuffer_readback) { // glReadPixels(x, y, w, h, read_format, read_type, ptr); } } else { // Source from the bound depth/stencil target. texture_cache_.ConvertTexture( context_->blitter(), copy_dest_base, x, y, w, h, src_format, copy_dest_swap ? true : false, depth_target); if (!FLAGS_disable_framebuffer_readback) { // glReadPixels(x, y, w, h, GL_DEPTH_STENCIL, read_type, ptr); } } break; } case CopyCommand::kConstantOne: case CopyCommand::kNull: default: // assert_unhandled_case(copy_command); return false; } // Perform any requested clears. uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32; uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32; uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32; assert_true(copy_color_clear == copy_color_clear_low); if (color_clear_enabled) { // Clear the render target we selected for copy. assert_true(copy_src_select < 3); // TODO(benvanik): verify color order. float color[] = {(copy_color_clear & 0xFF) / 255.0f, ((copy_color_clear >> 8) & 0xFF) / 255.0f, ((copy_color_clear >> 16) & 0xFF) / 255.0f, ((copy_color_clear >> 24) & 0xFF) / 255.0f}; glClearNamedFramebufferfv(source_framebuffer->framebuffer, GL_COLOR, copy_src_select, color); } if (depth_clear_enabled) { // Clear the current depth buffer. // TODO(benvanik): verify format. GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) / float(0xFFFFFF00)}; GLint stencil = copy_depth_clear & 0xFF; // HACK: this should work, but throws INVALID_ENUM on nvidia drivers. // glClearNamedFramebufferfi(source_framebuffer->framebuffer, // GL_DEPTH_STENCIL, // depth, stencil); GLint old_draw_framebuffer; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_framebuffer); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer); glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_framebuffer); } return true; } GLuint CommandProcessor::GetColorRenderTarget(uint32_t pitch, MsaaSamples samples, uint32_t base, ColorRenderTargetFormat format) { // Because we don't know the height of anything, we allocate at full res. // At 2560x2560, it's impossible for EDRAM to fit anymore. uint32_t width = 2560; uint32_t height = 2560; // NOTE: we strip gamma formats down to normal ones. if (format == ColorRenderTargetFormat::k_8_8_8_8_GAMMA) { format = ColorRenderTargetFormat::k_8_8_8_8; } for (auto& it = cached_color_render_targets_.begin(); it != cached_color_render_targets_.end(); ++it) { if (it->base == base && it->width == width && it->height == height && it->format == format) { return it->texture; } } cached_color_render_targets_.push_back(CachedColorRenderTarget()); auto cached = &cached_color_render_targets_.back(); cached->base = base; cached->width = width; cached->height = height; cached->format = format; GLenum internal_format; switch (format) { case ColorRenderTargetFormat::k_8_8_8_8: case ColorRenderTargetFormat::k_8_8_8_8_GAMMA: internal_format = GL_RGBA8; break; case ColorRenderTargetFormat::k_2_10_10_10: case ColorRenderTargetFormat::k_2_10_10_10_unknown: internal_format = GL_RGB10_A2UI; break; case ColorRenderTargetFormat::k_2_10_10_10_FLOAT: case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_unknown: internal_format = GL_RGB10_A2; break; case ColorRenderTargetFormat::k_16_16: internal_format = GL_RG16; break; case ColorRenderTargetFormat::k_16_16_FLOAT: internal_format = GL_RG16F; break; case ColorRenderTargetFormat::k_16_16_16_16: internal_format = GL_RGBA16; break; case ColorRenderTargetFormat::k_16_16_16_16_FLOAT: internal_format = GL_RGBA16F; break; case ColorRenderTargetFormat::k_32_FLOAT: internal_format = GL_R32F; break; default: assert_unhandled_case(format); return 0; } glCreateTextures(GL_TEXTURE_2D, 1, &cached->texture); glTextureStorage2D(cached->texture, 1, internal_format, width, height); return cached->texture; } GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples, uint32_t base, DepthRenderTargetFormat format) { uint32_t width = 2560; uint32_t height = 2560; for (auto& it = cached_depth_render_targets_.begin(); it != cached_depth_render_targets_.end(); ++it) { if (it->base == base && it->width == width && it->height == height && it->format == format) { return it->texture; } } cached_depth_render_targets_.push_back(CachedDepthRenderTarget()); auto cached = &cached_depth_render_targets_.back(); cached->base = base; cached->width = width; cached->height = height; cached->format = format; GLenum internal_format; switch (format) { case DepthRenderTargetFormat::kD24S8: internal_format = GL_DEPTH24_STENCIL8; break; case DepthRenderTargetFormat::kD24FS8: // TODO(benvanik): not supported in GL? internal_format = GL_DEPTH24_STENCIL8; break; default: assert_unhandled_case(format); return 0; } glCreateTextures(GL_TEXTURE_2D, 1, &cached->texture); glTextureStorage2D(cached->texture, 1, internal_format, width, height); return cached->texture; } CommandProcessor::CachedFramebuffer* CommandProcessor::GetFramebuffer( GLuint color_targets[4], GLuint depth_target) { for (auto& it = cached_framebuffers_.begin(); it != cached_framebuffers_.end(); ++it) { if ((depth_target == kAnyTarget || it->depth_target == depth_target) && (color_targets[0] == kAnyTarget || it->color_targets[0] == color_targets[0]) && (color_targets[1] == kAnyTarget || it->color_targets[1] == color_targets[1]) && (color_targets[2] == kAnyTarget || it->color_targets[2] == color_targets[2]) && (color_targets[3] == kAnyTarget || it->color_targets[3] == color_targets[3])) { return &*it; } } GLuint real_color_targets[4]; bool any_set = false; for (int i = 0; i < 4; ++i) { if (color_targets[i] == kAnyTarget) { real_color_targets[i] = 0; } else { any_set = true; real_color_targets[i] = color_targets[i]; } } GLuint real_depth_target; if (depth_target == kAnyTarget) { real_depth_target = 0; } else { any_set = true; real_depth_target = depth_target; } if (!any_set) { // No framebuffer required. return nullptr; } cached_framebuffers_.push_back(CachedFramebuffer()); auto cached = &cached_framebuffers_.back(); glCreateFramebuffers(1, &cached->framebuffer); for (int i = 0; i < 4; ++i) { cached->color_targets[i] = real_color_targets[i]; glNamedFramebufferTexture(cached->framebuffer, GL_COLOR_ATTACHMENT0 + i, real_color_targets[i], 0); } cached->depth_target = real_depth_target; glNamedFramebufferTexture(cached->framebuffer, GL_DEPTH_STENCIL_ATTACHMENT, real_depth_target, 0); return cached; } } // namespace gl4 } // namespace gpu } // namespace xe