/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2016 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/gpu/vulkan/vulkan_command_processor.h" #include #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/profiling.h" #include "xenia/gpu/gpu_flags.h" #include "xenia/gpu/sampler_info.h" #include "xenia/gpu/texture_info.h" #include "xenia/gpu/vulkan/vulkan_gpu_flags.h" #include "xenia/gpu/vulkan/vulkan_graphics_system.h" #include "xenia/gpu/xenos.h" #include "xenia/ui/vulkan/vulkan_util.h" namespace xe { namespace gpu { namespace vulkan { using namespace xe::gpu::xenos; using xe::ui::vulkan::CheckResult; constexpr size_t kDefaultBufferCacheCapacity = 256 * 1024 * 1024; VulkanCommandProcessor::VulkanCommandProcessor( VulkanGraphicsSystem* graphics_system, kernel::KernelState* kernel_state) : CommandProcessor(graphics_system, kernel_state) {} VulkanCommandProcessor::~VulkanCommandProcessor() = default; void VulkanCommandProcessor::RequestFrameTrace(const std::wstring& root_path) { // Override traces if renderdoc is attached. if (device_->is_renderdoc_attached()) { trace_requested_ = true; return; } return CommandProcessor::RequestFrameTrace(root_path); } void VulkanCommandProcessor::ClearCaches() { CommandProcessor::ClearCaches(); cache_clear_requested_ = true; } bool VulkanCommandProcessor::SetupContext() { if (!CommandProcessor::SetupContext()) { XELOGE("Unable to initialize base command processor context"); return false; } // Acquire our device and queue. auto context = static_cast(context_.get()); device_ = context->device(); queue_ = device_->AcquireQueue(); if (!queue_) { // Need to reuse primary queue (with locks). queue_ = device_->primary_queue(); queue_mutex_ = &device_->primary_queue_mutex(); } // Setup fenced pools used for all our per-frame/per-draw resources. command_buffer_pool_ = std::make_unique( *device_, device_->queue_family_index(), VK_COMMAND_BUFFER_LEVEL_PRIMARY); // Initialize the state machine caches. buffer_cache_ = std::make_unique( register_file_, memory_, device_, kDefaultBufferCacheCapacity); texture_cache_ = std::make_unique(memory_, register_file_, &trace_writer_, device_); pipeline_cache_ = std::make_unique( register_file_, device_, buffer_cache_->constant_descriptor_set_layout(), texture_cache_->texture_descriptor_set_layout()); render_cache_ = std::make_unique(register_file_, device_); VkEventCreateInfo info = { VK_STRUCTURE_TYPE_EVENT_CREATE_INFO, nullptr, 0, }; VkResult result = vkCreateEvent(*device_, &info, nullptr, reinterpret_cast(&swap_state_.backend_data)); if (result != VK_SUCCESS) { return false; } return true; } void VulkanCommandProcessor::ShutdownContext() { // TODO(benvanik): wait until idle. vkDestroyEvent(*device_, reinterpret_cast(swap_state_.backend_data), nullptr); if (swap_state_.front_buffer_texture) { // Free swap chain image. DestroySwapImage(); } buffer_cache_.reset(); pipeline_cache_.reset(); render_cache_.reset(); texture_cache_.reset(); // Free all pools. This must come after all of our caches clean up. command_buffer_pool_.reset(); // Release queue, if we were using an acquired one. if (!queue_mutex_) { device_->ReleaseQueue(queue_); queue_ = nullptr; } CommandProcessor::ShutdownContext(); } void VulkanCommandProcessor::MakeCoherent() { RegisterFile* regs = register_file_; auto status_host = regs->values[XE_GPU_REG_COHER_STATUS_HOST].u32; CommandProcessor::MakeCoherent(); // Make region coherent if (status_host & 0x80000000ul) { // TODO(benvanik): less-fine-grained clearing. buffer_cache_->InvalidateCache(); if ((status_host & 0x01000000) != 0 && (status_host & 0x02000000) == 0) { coher_base_vc_ = regs->values[XE_GPU_REG_COHER_BASE_HOST].u32; coher_size_vc_ = regs->values[XE_GPU_REG_COHER_SIZE_HOST].u32; } } } void VulkanCommandProcessor::PrepareForWait() { SCOPE_profile_cpu_f("gpu"); CommandProcessor::PrepareForWait(); // 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(); context_->ClearCurrent(); } void VulkanCommandProcessor::ReturnFromWait() { context_->MakeCurrent(); CommandProcessor::ReturnFromWait(); } void VulkanCommandProcessor::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) { uint32_t offset = index - XE_GPU_REG_SHADER_CONSTANT_000_X; offset /= 4 * 4; offset ^= 0x3F; dirty_float_constants_ |= (1ull << offset); } else if (index >= XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 && index <= XE_GPU_REG_SHADER_CONSTANT_BOOL_224_255) { uint32_t offset = index - XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031; offset ^= 0x7; dirty_bool_constants_ |= (1 << offset); } else if (index >= XE_GPU_REG_SHADER_CONSTANT_LOOP_00 && index <= XE_GPU_REG_SHADER_CONSTANT_LOOP_31) { uint32_t offset = index - XE_GPU_REG_SHADER_CONSTANT_LOOP_00; offset ^= 0x1F; dirty_loop_constants_ |= (1 << offset); } } void VulkanCommandProcessor::CreateSwapImage(VkCommandBuffer setup_buffer, VkExtent2D extents) { VkImageCreateInfo image_info; std::memset(&image_info, 0, sizeof(VkImageCreateInfo)); image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; image_info.imageType = VK_IMAGE_TYPE_2D; image_info.format = VK_FORMAT_R8G8B8A8_UNORM; image_info.extent = {extents.width, extents.height, 1}; image_info.mipLevels = 1; image_info.arrayLayers = 1; image_info.samples = VK_SAMPLE_COUNT_1_BIT; image_info.tiling = VK_IMAGE_TILING_OPTIMAL; image_info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; image_info.queueFamilyIndexCount = 0; image_info.pQueueFamilyIndices = nullptr; image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; VkImage image_fb; auto status = vkCreateImage(*device_, &image_info, nullptr, &image_fb); CheckResult(status, "vkCreateImage"); // Bind memory to image. VkMemoryRequirements mem_requirements; vkGetImageMemoryRequirements(*device_, image_fb, &mem_requirements); fb_memory_ = device_->AllocateMemory(mem_requirements, 0); assert_not_null(fb_memory_); status = vkBindImageMemory(*device_, image_fb, fb_memory_, 0); CheckResult(status, "vkBindImageMemory"); std::lock_guard lock(swap_state_.mutex); swap_state_.front_buffer_texture = reinterpret_cast(image_fb); // Transition image to general layout. VkImageMemoryBarrier barrier; std::memset(&barrier, 0, sizeof(VkImageMemoryBarrier)); barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.srcAccessMask = 0; barrier.dstAccessMask = 0; barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = image_fb; barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; vkCmdPipelineBarrier(setup_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); } void VulkanCommandProcessor::DestroySwapImage() { std::lock_guard lock(swap_state_.mutex); vkDestroyImage(*device_, reinterpret_cast(swap_state_.front_buffer_texture), nullptr); vkFreeMemory(*device_, fb_memory_, nullptr); swap_state_.front_buffer_texture = 0; fb_memory_ = nullptr; } void VulkanCommandProcessor::BeginFrame() { assert_false(frame_open_); // TODO(benvanik): bigger batches. // TODO(DrChat): Decouple setup buffer from current batch. // Begin a new batch, and allocate and begin a command buffer and setup // buffer. current_batch_fence_ = command_buffer_pool_->BeginBatch(); current_command_buffer_ = command_buffer_pool_->AcquireEntry(); current_setup_buffer_ = command_buffer_pool_->AcquireEntry(); VkCommandBufferBeginInfo command_buffer_begin_info; command_buffer_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; command_buffer_begin_info.pNext = nullptr; command_buffer_begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; command_buffer_begin_info.pInheritanceInfo = nullptr; auto status = vkBeginCommandBuffer(current_command_buffer_, &command_buffer_begin_info); CheckResult(status, "vkBeginCommandBuffer"); status = vkBeginCommandBuffer(current_setup_buffer_, &command_buffer_begin_info); CheckResult(status, "vkBeginCommandBuffer"); // Flag renderdoc down to start a capture if requested. // The capture will end when these commands are submitted to the queue. static uint32_t frame = 0; if (device_->is_renderdoc_attached() && !capturing_ && (FLAGS_vulkan_renderdoc_capture_all || trace_requested_)) { if (queue_mutex_) { queue_mutex_->lock(); } capturing_ = true; trace_requested_ = false; device_->BeginRenderDocFrameCapture(); if (queue_mutex_) { queue_mutex_->unlock(); } } frame_open_ = true; } void VulkanCommandProcessor::EndFrame() { if (current_render_state_) { render_cache_->EndRenderPass(); current_render_state_ = nullptr; } VkResult status = VK_SUCCESS; status = vkEndCommandBuffer(current_setup_buffer_); CheckResult(status, "vkEndCommandBuffer"); status = vkEndCommandBuffer(current_command_buffer_); CheckResult(status, "vkEndCommandBuffer"); current_command_buffer_ = nullptr; current_setup_buffer_ = nullptr; command_buffer_pool_->EndBatch(); frame_open_ = false; } void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width, uint32_t frontbuffer_height) { SCOPE_profile_cpu_f("gpu"); // Build a final command buffer that copies the game's frontbuffer texture // into our backbuffer texture. VkCommandBuffer copy_commands = nullptr; bool opened_batch; if (command_buffer_pool_->has_open_batch()) { copy_commands = command_buffer_pool_->AcquireEntry(); opened_batch = false; } else { current_batch_fence_ = command_buffer_pool_->BeginBatch(); copy_commands = command_buffer_pool_->AcquireEntry(); opened_batch = true; } VkCommandBufferBeginInfo begin_info; std::memset(&begin_info, 0, sizeof(begin_info)); begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; auto status = vkBeginCommandBuffer(copy_commands, &begin_info); CheckResult(status, "vkBeginCommandBuffer"); if (!frontbuffer_ptr) { // Trace viewer does this. frontbuffer_ptr = last_copy_base_; } if (!swap_state_.front_buffer_texture) { CreateSwapImage(copy_commands, {frontbuffer_width, frontbuffer_height}); } auto swap_fb = reinterpret_cast(swap_state_.front_buffer_texture); // Issue the commands to copy the game's frontbuffer to our backbuffer. auto texture = texture_cache_->LookupAddress( frontbuffer_ptr, xe::round_up(frontbuffer_width, 32), /*xe::round_up(*/ frontbuffer_height /*, 32)*/, TextureFormat::k_8_8_8_8); if (texture) { texture->in_flight_fence = current_batch_fence_; // Insert a barrier so the GPU finishes writing to the image. VkImageMemoryBarrier barrier; std::memset(&barrier, 0, sizeof(VkImageMemoryBarrier)); barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT; barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; barrier.oldLayout = texture->image_layout; barrier.newLayout = texture->image_layout; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = texture->image; barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; vkCmdPipelineBarrier(copy_commands, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); // Now issue a blit command. VkImageBlit blit; std::memset(&blit, 0, sizeof(VkImageBlit)); blit.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}; blit.srcOffsets[0] = {0, 0, 0}; blit.srcOffsets[1] = {int32_t(frontbuffer_width), int32_t(frontbuffer_height), 1}; blit.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}; blit.dstOffsets[0] = {0, 0, 0}; blit.dstOffsets[1] = {int32_t(frontbuffer_width), int32_t(frontbuffer_height), 1}; vkCmdBlitImage(copy_commands, texture->image, texture->image_layout, swap_fb, VK_IMAGE_LAYOUT_GENERAL, 1, &blit, VK_FILTER_LINEAR); std::lock_guard lock(swap_state_.mutex); swap_state_.width = frontbuffer_width; swap_state_.height = frontbuffer_height; auto swap_event = reinterpret_cast(swap_state_.backend_data); vkCmdSetEvent(copy_commands, swap_event, VK_PIPELINE_STAGE_TRANSFER_BIT); } status = vkEndCommandBuffer(copy_commands); CheckResult(status, "vkEndCommandBuffer"); // Queue up current command buffers. // TODO(benvanik): bigger batches. std::vector submit_buffers; if (frame_open_) { // TODO(DrChat): If the setup buffer is empty, don't bother queueing it up. submit_buffers.push_back(current_setup_buffer_); submit_buffers.push_back(current_command_buffer_); EndFrame(); } if (opened_batch) { command_buffer_pool_->EndBatch(); } submit_buffers.push_back(copy_commands); if (!submit_buffers.empty()) { // TODO(benvanik): move to CP or to host (trace dump, etc). // This only needs to surround a vkQueueSubmit. if (queue_mutex_) { queue_mutex_->lock(); } VkSubmitInfo submit_info; std::memset(&submit_info, 0, sizeof(VkSubmitInfo)); submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submit_info.commandBufferCount = uint32_t(submit_buffers.size()); submit_info.pCommandBuffers = submit_buffers.data(); submit_info.waitSemaphoreCount = 0; submit_info.pWaitSemaphores = nullptr; submit_info.pWaitDstStageMask = nullptr; submit_info.signalSemaphoreCount = 0; submit_info.pSignalSemaphores = nullptr; status = vkQueueSubmit(queue_, 1, &submit_info, current_batch_fence_); CheckResult(status, "vkQueueSubmit"); if (device_->is_renderdoc_attached() && capturing_) { device_->EndRenderDocFrameCapture(); capturing_ = false; } if (queue_mutex_) { queue_mutex_->unlock(); } } if (cache_clear_requested_) { cache_clear_requested_ = false; vkWaitForFences(*device_, 1, ¤t_batch_fence_, VK_TRUE, -1); buffer_cache_->ClearCache(); pipeline_cache_->ClearCache(); render_cache_->ClearCache(); texture_cache_->ClearCache(); } // Scavenging. { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_i( "gpu", "xe::gpu::vulkan::VulkanCommandProcessor::PerformSwap Scavenging"); #endif // FINE_GRAINED_DRAW_SCOPES // Command buffers must be scavenged first to avoid a race condition. // We don't want to reuse a batch when the caches haven't yet cleared old // resources! command_buffer_pool_->Scavenge(); texture_cache_->Scavenge(); buffer_cache_->Scavenge(); } current_batch_fence_ = nullptr; } Shader* VulkanCommandProcessor::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 VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type, uint32_t index_count, IndexBufferInfo* index_buffer_info) { auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto enable_mode = static_cast(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7); if (enable_mode == ModeControl::kIgnore) { // Ignored. return true; } else if (enable_mode == ModeControl::kCopy) { // Special copy handling. return IssueCopy(); } if ((regs[XE_GPU_REG_RB_SURFACE_INFO].u32 & 0x3FFF) == 0) { // Doesn't actually draw. return true; } // 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 true; } // Depth-only mode doesn't need a pixel shader (we'll use a fake one). if (enable_mode == ModeControl::kDepth) { // Use a dummy pixel shader when required. pixel_shader = nullptr; } else if (!pixel_shader) { // Need a pixel shader in normal color mode. return true; } bool started_frame = false; if (!frame_open_) { BeginFrame(); started_frame = true; } auto command_buffer = current_command_buffer_; auto setup_buffer = current_setup_buffer_; // Begin the render pass. // This will setup our framebuffer and begin the pass in the command buffer. // This reuses a previous render pass if one is already open. if (render_cache_->dirty() || !current_render_state_) { if (current_render_state_) { render_cache_->EndRenderPass(); current_render_state_ = nullptr; } current_render_state_ = render_cache_->BeginRenderPass( command_buffer, vertex_shader, pixel_shader); if (!current_render_state_) { return false; } } // Configure the pipeline for drawing. // This encodes all render state (blend, depth, etc), our shader stages, // and our vertex input layout. VkPipeline pipeline = nullptr; auto pipeline_status = pipeline_cache_->ConfigurePipeline( command_buffer, current_render_state_, vertex_shader, pixel_shader, primitive_type, &pipeline); if (pipeline_status == PipelineCache::UpdateStatus::kMismatch || started_frame) { vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); } else if (pipeline_status == PipelineCache::UpdateStatus::kError) { return false; } pipeline_cache_->SetDynamicState(command_buffer, started_frame); // Pass registers to the shaders. if (!PopulateConstants(command_buffer, vertex_shader, pixel_shader)) { return false; } // Upload and bind index buffer data (if we have any). if (!PopulateIndexBuffer(command_buffer, index_buffer_info)) { return false; } // Upload and bind all vertex buffer data. if (!PopulateVertexBuffers(command_buffer, vertex_shader)) { return false; } // Bind samplers/textures. // Uploads all textures that need it. // Setup buffer may be flushed to GPU if the texture cache needs it. if (!PopulateSamplers(command_buffer, setup_buffer, vertex_shader, pixel_shader)) { return false; } // Actually issue the draw. if (!index_buffer_info) { // Auto-indexed draw. uint32_t instance_count = 1; uint32_t first_vertex = register_file_->values[XE_GPU_REG_VGT_INDX_OFFSET].u32; uint32_t first_instance = 0; vkCmdDraw(command_buffer, index_count, instance_count, first_vertex, first_instance); } else { // Index buffer draw. uint32_t instance_count = 1; uint32_t first_index = 0; uint32_t vertex_offset = register_file_->values[XE_GPU_REG_VGT_INDX_OFFSET].u32; uint32_t first_instance = 0; vkCmdDrawIndexed(command_buffer, index_count, instance_count, first_index, vertex_offset, first_instance); } return true; } bool VulkanCommandProcessor::PopulateConstants(VkCommandBuffer command_buffer, VulkanShader* vertex_shader, VulkanShader* pixel_shader) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES xe::gpu::Shader::ConstantRegisterMap dummy_map; std::memset(&dummy_map, 0, sizeof(dummy_map)); // Upload the constants the shaders require. // These are optional, and if none are defined 0 will be returned. auto constant_offsets = buffer_cache_->UploadConstantRegisters( current_setup_buffer_, vertex_shader->constant_register_map(), pixel_shader ? pixel_shader->constant_register_map() : dummy_map, current_batch_fence_); if (constant_offsets.first == VK_WHOLE_SIZE || constant_offsets.second == VK_WHOLE_SIZE) { // Shader wants constants but we couldn't upload them. return false; } // Configure constant uniform access to point at our offsets. auto constant_descriptor_set = buffer_cache_->constant_descriptor_set(); auto pipeline_layout = pipeline_cache_->pipeline_layout(); uint32_t set_constant_offsets[2] = { static_cast(constant_offsets.first), static_cast(constant_offsets.second)}; vkCmdBindDescriptorSets( command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &constant_descriptor_set, static_cast(xe::countof(set_constant_offsets)), set_constant_offsets); return true; } bool VulkanCommandProcessor::PopulateIndexBuffer( VkCommandBuffer command_buffer, IndexBufferInfo* index_buffer_info) { auto& regs = *register_file_; if (!index_buffer_info || !index_buffer_info->guest_base) { // No index buffer or auto draw. return true; } auto& info = *index_buffer_info; #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); trace_writer_.WriteMemoryRead(info.guest_base, info.length); // Upload (or get a cached copy of) the buffer. uint32_t source_addr = info.guest_base; uint32_t source_length = info.count * (info.format == IndexFormat::kInt32 ? sizeof(uint32_t) : sizeof(uint16_t)); auto buffer_ref = buffer_cache_->UploadIndexBuffer( current_setup_buffer_, source_addr, source_length, info.format, current_batch_fence_); if (buffer_ref.second == VK_WHOLE_SIZE) { // Failed to upload buffer. return false; } // Bind the buffer. VkIndexType index_type = info.format == IndexFormat::kInt32 ? VK_INDEX_TYPE_UINT32 : VK_INDEX_TYPE_UINT16; vkCmdBindIndexBuffer(command_buffer, buffer_ref.first, buffer_ref.second, index_type); return true; } bool VulkanCommandProcessor::PopulateVertexBuffers( VkCommandBuffer command_buffer, VulkanShader* vertex_shader) { auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto& vertex_bindings = vertex_shader->vertex_bindings(); if (vertex_bindings.empty()) { // No bindings. return true; } assert_true(vertex_bindings.size() <= 32); VkBuffer all_buffers[32]; VkDeviceSize all_buffer_offsets[32]; uint32_t buffer_index = 0; for (const auto& vertex_binding : vertex_bindings) { int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (vertex_binding.fetch_constant / 3) * 6; const auto group = reinterpret_cast(®s.values[r]); const xe_gpu_vertex_fetch_t* fetch = nullptr; switch (vertex_binding.fetch_constant % 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->type == 0x3); // TODO(benvanik): compute based on indices or vertex count. // THIS CAN BE MASSIVELY INCORRECT (too large). size_t valid_range = size_t(fetch->size * 4); uint32_t physical_address = fetch->address << 2; trace_writer_.WriteMemoryRead(physical_address, valid_range); // Upload (or get a cached copy of) the buffer. uint32_t source_length = uint32_t(valid_range); auto buffer_ref = buffer_cache_->UploadVertexBuffer( current_setup_buffer_, physical_address, source_length, static_cast(fetch->endian), current_batch_fence_); if (buffer_ref.second == VK_WHOLE_SIZE) { // Failed to upload buffer. return false; } // Stash the buffer reference for our bulk bind at the end. all_buffers[buffer_index] = buffer_ref.first; all_buffer_offsets[buffer_index] = buffer_ref.second; ++buffer_index; } // Bind buffers. vkCmdBindVertexBuffers(command_buffer, 0, buffer_index, all_buffers, all_buffer_offsets); return true; } bool VulkanCommandProcessor::PopulateSamplers(VkCommandBuffer command_buffer, VkCommandBuffer setup_buffer, VulkanShader* vertex_shader, VulkanShader* pixel_shader) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES std::vector dummy_bindings; auto descriptor_set = texture_cache_->PrepareTextureSet( setup_buffer, current_batch_fence_, vertex_shader->texture_bindings(), pixel_shader ? pixel_shader->texture_bindings() : dummy_bindings); if (!descriptor_set) { // Unable to bind set. return false; } vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_cache_->pipeline_layout(), 1, 1, &descriptor_set, 0, nullptr); return true; } bool VulkanCommandProcessor::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 = ColorFormatToTextureFormat( 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); // Supported in GL4, not supported here yet. assert_zero(copy_dest_swap); // 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); // 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. uint32_t dest_logical_width = copy_dest_pitch; uint32_t dest_logical_height = copy_dest_height; uint32_t dest_block_width = xe::round_up(dest_logical_width, 32); uint32_t dest_block_height = /*xe::round_up(*/ dest_logical_height /*, 32)*/; 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; // Sign-extension if (window_offset_x & 0x4000) { window_offset_x |= 0x8000; } if (window_offset_y & 0x4000) { window_offset_y |= 0x8000; } uint32_t dest_texel_size = uint32_t(GetTexelSize(copy_dest_format)); // Adjust the copy base offset to point to the beginning of the texture, so // we don't run into hiccups down the road (e.g. resolving the last part going // backwards). int32_t dest_offset = window_offset_y * copy_dest_pitch * int(dest_texel_size); dest_offset += window_offset_x * 32 * int(dest_texel_size); copy_dest_base += dest_offset; // HACK: vertices to use are always in vf0. int copy_vertex_fetch_slot = 0; int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (copy_vertex_fetch_slot / 3) * 6; const auto group = reinterpret_cast(®s.values[r]); const xe_gpu_vertex_fetch_t* fetch = nullptr; switch (copy_vertex_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->type == 3); assert_true(fetch->endian == 2); assert_true(fetch->size == 6); const uint8_t* vertex_addr = memory_->TranslatePhysical(fetch->address << 2); trace_writer_.WriteMemoryRead(fetch->address << 2, fetch->size * 4); float dest_points[6]; for (int i = 0; i < 6; i++) { dest_points[i] = GpuSwap(xe::load(vertex_addr + i * 4), Endian(fetch->endian)) + 0.5f; } // Note: The xenos only supports rectangle copies (luckily) int32_t dest_min_x = int32_t( (std::min(std::min(dest_points[0], dest_points[2]), dest_points[4]))); int32_t dest_max_x = int32_t( (std::max(std::max(dest_points[0], dest_points[2]), dest_points[4]))); int32_t dest_min_y = int32_t( (std::min(std::min(dest_points[1], dest_points[3]), dest_points[5]))); int32_t dest_max_y = int32_t( (std::max(std::max(dest_points[1], dest_points[3]), dest_points[5]))); uint32_t color_edram_base = 0; uint32_t depth_edram_base = 0; ColorRenderTargetFormat color_format; DepthRenderTargetFormat depth_format; 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, }; color_edram_base = color_info[copy_src_select] & 0xFFF; color_format = static_cast( (color_info[copy_src_select] >> 16) & 0xF); } if (copy_src_select > 3 || depth_clear_enabled) { // Source from a depth target. uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32; depth_edram_base = depth_info & 0xFFF; depth_format = static_cast((depth_info >> 16) & 0x1); if (copy_src_select > 3) { copy_dest_format = TextureFormat::k_24_8; } } // Demand a resolve texture from the texture cache. TextureInfo tex_info = {}; tex_info.guest_address = copy_dest_base; tex_info.width = dest_logical_width - 1; tex_info.height = dest_logical_height - 1; tex_info.dimension = gpu::Dimension::k2D; tex_info.input_length = dest_block_width * dest_block_height * dest_texel_size; tex_info.format_info = FormatInfo::Get(uint32_t(copy_dest_format)); tex_info.endianness = Endian::k8in32; tex_info.is_tiled = true; tex_info.size_2d.logical_width = dest_logical_width; tex_info.size_2d.logical_height = dest_logical_height; tex_info.size_2d.block_width = dest_block_width; tex_info.size_2d.block_height = dest_block_height; tex_info.size_2d.input_width = dest_block_width; tex_info.size_2d.input_height = dest_block_height; tex_info.size_2d.input_pitch = copy_dest_pitch * dest_texel_size; auto texture = texture_cache_->DemandResolveTexture(tex_info, copy_dest_format, nullptr); assert_not_null(texture); texture->in_flight_fence = current_batch_fence_; // For debugging purposes only (trace viewer) last_copy_base_ = texture->texture_info.guest_address; if (!frame_open_) { BeginFrame(); } else if (current_render_state_) { // Copy commands cannot be issued within a render pass. render_cache_->EndRenderPass(); current_render_state_ = nullptr; } auto command_buffer = current_command_buffer_; if (texture->image_layout == VK_IMAGE_LAYOUT_UNDEFINED) { // Transition the image to a general layout. VkImageMemoryBarrier image_barrier; image_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; image_barrier.pNext = nullptr; image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; image_barrier.srcAccessMask = 0; image_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; image_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; image_barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL; image_barrier.image = texture->image; image_barrier.subresourceRange = {0, 0, 1, 0, 1}; image_barrier.subresourceRange.aspectMask = copy_src_select <= 3 ? VK_IMAGE_ASPECT_COLOR_BIT : VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; texture->image_layout = VK_IMAGE_LAYOUT_GENERAL; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_barrier); } // Transition the image into a transfer destination layout, if needed. // TODO: Util function for this VkImageMemoryBarrier image_barrier; image_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; image_barrier.pNext = nullptr; image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; image_barrier.srcAccessMask = 0; image_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; image_barrier.oldLayout = texture->image_layout; image_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; image_barrier.image = texture->image; image_barrier.subresourceRange = {0, 0, 1, 0, 1}; image_barrier.subresourceRange.aspectMask = copy_src_select <= 3 ? VK_IMAGE_ASPECT_COLOR_BIT : VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_barrier); VkOffset3D resolve_offset = {dest_min_x, dest_min_y, 0}; VkExtent3D resolve_extent = {uint32_t(dest_max_x - dest_min_x), uint32_t(dest_max_y - dest_min_y), 1}; // Ask the render cache to copy to the resolve texture. auto edram_base = copy_src_select <= 3 ? color_edram_base : depth_edram_base; uint32_t src_format = copy_src_select <= 3 ? static_cast(color_format) : static_cast(depth_format); VkFilter filter = copy_src_select <= 3 ? VK_FILTER_LINEAR : VK_FILTER_NEAREST; switch (copy_command) { case CopyCommand::kRaw: /* render_cache_->RawCopyToImage(command_buffer, edram_base, texture->image, texture->image_layout, copy_src_select <= 3, resolve_offset, resolve_extent); break; */ case CopyCommand::kConvert: render_cache_->BlitToImage(command_buffer, edram_base, surface_pitch, resolve_extent.height, surface_msaa, texture->image, texture->image_layout, copy_src_select <= 3, src_format, filter, resolve_offset, resolve_extent); break; case CopyCommand::kConstantOne: case CopyCommand::kNull: assert_always(); break; } // And pull it back from a transfer destination. image_barrier.srcAccessMask = image_barrier.dstAccessMask; image_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_TRANSFER_READ_BIT; std::swap(image_barrier.newLayout, image_barrier.oldLayout); vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_barrier); // 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) { // If color clear is enabled, we can only clear a selected color target! assert_true(copy_src_select <= 3); // TODO(benvanik): verify color order. float color[] = {((copy_color_clear >> 0) & 0xFF) / 255.0f, ((copy_color_clear >> 8) & 0xFF) / 255.0f, ((copy_color_clear >> 16) & 0xFF) / 255.0f, ((copy_color_clear >> 24) & 0xFF) / 255.0f}; // TODO(DrChat): Do we know the surface height at this point? render_cache_->ClearEDRAMColor(command_buffer, color_edram_base, color_format, surface_pitch, resolve_extent.height, surface_msaa, color); } if (depth_clear_enabled) { float depth = (copy_depth_clear & 0xFFFFFF00) / static_cast(0xFFFFFF00); uint8_t stencil = copy_depth_clear & 0xFF; // TODO(DrChat): Do we know the surface height at this point? render_cache_->ClearEDRAMDepthStencil( command_buffer, depth_edram_base, depth_format, surface_pitch, resolve_extent.height, surface_msaa, depth, stencil); } return true; } } // namespace vulkan } // namespace gpu } // namespace xe