/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2018 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/gpu/d3d12/d3d12_command_processor.h" #include #include #include #include "xenia/base/assert.h" #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/profiling.h" #include "xenia/gpu/d3d12/d3d12_graphics_system.h" #include "xenia/gpu/d3d12/d3d12_shader.h" #include "xenia/gpu/xenos.h" #include "xenia/ui/d3d12/d3d12_util.h" // Disabled because the current positions look worse than sampling at centers. DEFINE_bool(d3d12_programmable_sample_positions, false, "Enable custom SSAA sample positions where available"); namespace xe { namespace gpu { namespace d3d12 { D3D12CommandProcessor::D3D12CommandProcessor( D3D12GraphicsSystem* graphics_system, kernel::KernelState* kernel_state) : CommandProcessor(graphics_system, kernel_state) {} D3D12CommandProcessor::~D3D12CommandProcessor() = default; void D3D12CommandProcessor::ClearCaches() { CommandProcessor::ClearCaches(); cache_clear_requested_ = true; } ID3D12GraphicsCommandList* D3D12CommandProcessor::GetCurrentCommandList() const { assert_true(current_queue_frame_ != UINT_MAX); if (current_queue_frame_ == UINT_MAX) { return nullptr; } return command_lists_[current_queue_frame_]->GetCommandList(); } ID3D12GraphicsCommandList1* D3D12CommandProcessor::GetCurrentCommandList1() const { assert_true(current_queue_frame_ != UINT_MAX); if (current_queue_frame_ == UINT_MAX) { return nullptr; } return command_lists_[current_queue_frame_]->GetCommandList1(); } uint32_t D3D12CommandProcessor::GetCurrentColorMask( const D3D12Shader* pixel_shader) const { if (pixel_shader == nullptr) { return 0; } auto& regs = *register_file_; uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32 & 0xFFFF; for (uint32_t i = 0; i < 4; ++i) { if (!pixel_shader->writes_color_target(i)) { color_mask &= ~(0xF << (i * 4)); } } return color_mask; } void D3D12CommandProcessor::PushTransitionBarrier( ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state, D3D12_RESOURCE_STATES new_state, UINT subresource) { if (old_state == new_state) { return; } D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = resource; barrier.Transition.Subresource = subresource; barrier.Transition.StateBefore = old_state; barrier.Transition.StateAfter = new_state; barriers_.push_back(barrier); } void D3D12CommandProcessor::PushAliasingBarrier(ID3D12Resource* old_resource, ID3D12Resource* new_resource) { D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Aliasing.pResourceBefore = old_resource; barrier.Aliasing.pResourceAfter = new_resource; barriers_.push_back(barrier); } void D3D12CommandProcessor::PushUAVBarrier(ID3D12Resource* resource) { D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.UAV.pResource = resource; barriers_.push_back(barrier); } void D3D12CommandProcessor::SubmitBarriers() { UINT barrier_count = UINT(barriers_.size()); if (barrier_count != 0) { GetCurrentCommandList()->ResourceBarrier(barrier_count, barriers_.data()); barriers_.clear(); } } ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature( const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader) { assert_true(vertex_shader->is_translated()); assert_true(pixel_shader == nullptr || pixel_shader->is_translated()); uint32_t pixel_texture_count = 0, pixel_sampler_count = 0; if (pixel_shader != nullptr) { pixel_shader->GetTextureSRVs(pixel_texture_count); pixel_shader->GetSamplerFetchConstants(pixel_sampler_count); } uint32_t vertex_texture_count, vertex_sampler_count; vertex_shader->GetTextureSRVs(vertex_texture_count); vertex_shader->GetSamplerFetchConstants(vertex_sampler_count); // Max 96 textures (if all kinds of tfetch instructions are used for all fetch // registers) and 32 samplers (one sampler per used fetch), but different // shader stages have different texture sets. uint32_t index = pixel_texture_count | (pixel_sampler_count << 7) | (vertex_texture_count << 12) | (vertex_sampler_count << 19); // Try an existing root signature. auto it = root_signatures_.find(index); if (it != root_signatures_.end()) { return it->second; } // Create a new one. D3D12_ROOT_SIGNATURE_DESC desc; D3D12_ROOT_PARAMETER parameters[kRootParameter_Count_Max]; D3D12_DESCRIPTOR_RANGE ranges[kRootParameter_Count_Max]; desc.NumParameters = kRootParameter_Count_Base; desc.pParameters = parameters; desc.NumStaticSamplers = 0; desc.pStaticSamplers = nullptr; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; // Base parameters. // Fetch constants. { auto& parameter = parameters[kRootParameter_FetchConstants]; auto& range = ranges[kRootParameter_FetchConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 1; range.BaseShaderRegister = 2; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Vertex float constants. { auto& parameter = parameters[kRootParameter_VertexFloatConstants]; auto& range = ranges[kRootParameter_VertexFloatConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 8; range.BaseShaderRegister = 3; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Pixel float constants. { auto& parameter = parameters[kRootParameter_PixelFloatConstants]; auto& range = ranges[kRootParameter_PixelFloatConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 8; range.BaseShaderRegister = 3; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Common constants - system and loop/bool. { auto& parameter = parameters[kRootParameter_CommonConstants]; auto& range = ranges[kRootParameter_CommonConstants]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; range.NumDescriptors = 2; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; } // Shared memory. { auto& parameter = parameters[kRootParameter_SharedMemory]; auto& range = ranges[kRootParameter_SharedMemory]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range.NumDescriptors = 1; range.BaseShaderRegister = 0; range.RegisterSpace = 1; range.OffsetInDescriptorsFromTableStart = 0; } // Extra parameters. // Pixel textures. if (pixel_texture_count > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range.NumDescriptors = pixel_texture_count; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } // Pixel samplers. if (pixel_sampler_count > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; range.NumDescriptors = pixel_sampler_count; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } // Vertex textures. if (vertex_texture_count > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; range.NumDescriptors = vertex_texture_count; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } // Vertex samplers. if (vertex_sampler_count > 0) { auto& parameter = parameters[desc.NumParameters]; auto& range = ranges[desc.NumParameters]; parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; parameter.DescriptorTable.NumDescriptorRanges = 1; parameter.DescriptorTable.pDescriptorRanges = ⦥ parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; range.NumDescriptors = vertex_sampler_count; range.BaseShaderRegister = 0; range.RegisterSpace = 0; range.OffsetInDescriptorsFromTableStart = 0; ++desc.NumParameters; } ID3D12RootSignature* root_signature = ui::d3d12::util::CreateRootSignature( GetD3D12Context()->GetD3D12Provider()->GetDevice(), desc); if (root_signature == nullptr) { XELOGE( "Failed to create a root signature with %u pixel textures, %u pixel " "samplers, %u vertex textures and %u vertex samplers", pixel_texture_count, pixel_sampler_count, vertex_texture_count, vertex_sampler_count); return nullptr; } root_signatures_.insert({index, root_signature}); return root_signature; } uint32_t D3D12CommandProcessor::GetRootExtraParameterIndices( const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader, RootExtraParameterIndices& indices_out) { uint32_t pixel_texture_count = 0, pixel_sampler_count = 0; if (pixel_shader != nullptr) { pixel_shader->GetTextureSRVs(pixel_texture_count); pixel_shader->GetSamplerFetchConstants(pixel_sampler_count); } uint32_t vertex_texture_count, vertex_sampler_count; vertex_shader->GetTextureSRVs(vertex_texture_count); vertex_shader->GetSamplerFetchConstants(vertex_sampler_count); uint32_t index = kRootParameter_Count_Base; if (pixel_texture_count != 0) { indices_out.pixel_textures = index++; } else { indices_out.pixel_textures = RootExtraParameterIndices::kUnavailable; } if (pixel_sampler_count != 0) { indices_out.pixel_samplers = index++; } else { indices_out.pixel_samplers = RootExtraParameterIndices::kUnavailable; } if (vertex_texture_count != 0) { indices_out.vertex_textures = index++; } else { indices_out.vertex_textures = RootExtraParameterIndices::kUnavailable; } if (vertex_sampler_count != 0) { indices_out.vertex_samplers = index++; } else { indices_out.vertex_samplers = RootExtraParameterIndices::kUnavailable; } return index; } uint64_t D3D12CommandProcessor::RequestViewDescriptors( uint64_t previous_full_update, uint32_t count_for_partial_update, uint32_t count_for_full_update, D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out, D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) { uint32_t descriptor_index; uint64_t current_full_update = view_heap_pool_->Request(previous_full_update, count_for_partial_update, count_for_full_update, descriptor_index); if (current_full_update == 0) { // There was an error. return 0; } ID3D12DescriptorHeap* heap = view_heap_pool_->GetLastRequestHeap(); if (current_view_heap_ != heap) { // Bind the new descriptor heaps if needed. current_view_heap_ = heap; ID3D12DescriptorHeap* heaps[2]; uint32_t heap_count = 0; heaps[heap_count++] = heap; if (current_sampler_heap_ != nullptr) { heaps[heap_count++] = current_sampler_heap_; } GetCurrentCommandList()->SetDescriptorHeaps(heap_count, heaps); } auto provider = GetD3D12Context()->GetD3D12Provider(); cpu_handle_out = provider->OffsetViewDescriptor( view_heap_pool_->GetLastRequestHeapCPUStart(), descriptor_index); gpu_handle_out = provider->OffsetViewDescriptor( view_heap_pool_->GetLastRequestHeapGPUStart(), descriptor_index); return current_full_update; } uint64_t D3D12CommandProcessor::RequestSamplerDescriptors( uint64_t previous_full_update, uint32_t count_for_partial_update, uint32_t count_for_full_update, D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out, D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) { uint32_t descriptor_index; uint64_t current_full_update = sampler_heap_pool_->Request( previous_full_update, count_for_partial_update, count_for_full_update, descriptor_index); if (current_full_update == 0) { // There was an error. return 0; } ID3D12DescriptorHeap* heap = sampler_heap_pool_->GetLastRequestHeap(); if (current_sampler_heap_ != heap) { // Bind the new descriptor heaps if needed. current_sampler_heap_ = heap; ID3D12DescriptorHeap* heaps[2]; uint32_t heap_count = 0; heaps[heap_count++] = heap; if (current_view_heap_ != nullptr) { heaps[heap_count++] = current_view_heap_; } GetCurrentCommandList()->SetDescriptorHeaps(heap_count, heaps); } uint32_t descriptor_offset = descriptor_index * GetD3D12Context()->GetD3D12Provider()->GetSamplerDescriptorSize(); cpu_handle_out.ptr = sampler_heap_pool_->GetLastRequestHeapCPUStart().ptr + descriptor_offset; gpu_handle_out.ptr = sampler_heap_pool_->GetLastRequestHeapGPUStart().ptr + descriptor_offset; return current_full_update; } ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer( uint32_t size, D3D12_RESOURCE_STATES state) { assert_true(current_queue_frame_ != UINT_MAX); assert_false(scratch_buffer_used_); if (current_queue_frame_ == UINT_MAX || scratch_buffer_used_ || size == 0) { return nullptr; } if (size <= scratch_buffer_size_) { PushTransitionBarrier(scratch_buffer_, scratch_buffer_state_, state); scratch_buffer_state_ = state; scratch_buffer_used_ = true; return scratch_buffer_; } size = xe::align(size, kScratchBufferSizeIncrement); auto context = GetD3D12Context(); auto device = context->GetD3D12Provider()->GetDevice(); D3D12_RESOURCE_DESC buffer_desc; buffer_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; buffer_desc.Alignment = 0; buffer_desc.Width = size; buffer_desc.Height = 1; buffer_desc.DepthOrArraySize = 1; buffer_desc.MipLevels = 1; buffer_desc.Format = DXGI_FORMAT_UNKNOWN; buffer_desc.SampleDesc.Count = 1; buffer_desc.SampleDesc.Quality = 0; buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; buffer_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; D3D12_HEAP_PROPERTIES heap_properties = {}; heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; ID3D12Resource* buffer; if (FAILED(device->CreateCommittedResource( &heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, state, nullptr, IID_PPV_ARGS(&buffer)))) { XELOGE("Failed to create a %u MB scratch GPU buffer", size >> 20); return nullptr; } if (scratch_buffer_ != nullptr) { BufferForDeletion buffer_for_deletion; buffer_for_deletion.buffer = scratch_buffer_; buffer_for_deletion.last_usage_frame = GetD3D12Context()->GetCurrentFrame(); buffers_for_deletion_.push_back(buffer_for_deletion); } scratch_buffer_ = buffer; scratch_buffer_size_ = size; scratch_buffer_state_ = state; scratch_buffer_used_ = true; return scratch_buffer_; } void D3D12CommandProcessor::ReleaseScratchGPUBuffer( ID3D12Resource* buffer, D3D12_RESOURCE_STATES new_state) { assert_true(current_queue_frame_ != UINT_MAX); assert_true(scratch_buffer_used_); scratch_buffer_used_ = false; if (buffer == scratch_buffer_) { scratch_buffer_state_ = new_state; } } void D3D12CommandProcessor::SetSamplePositions(MsaaSamples sample_positions) { if (current_sample_positions_ == sample_positions) { return; } if (FLAGS_d3d12_programmable_sample_positions) { auto provider = GetD3D12Context()->GetD3D12Provider(); auto tier = provider->GetProgrammableSamplePositionsTier(); auto command_list = GetCurrentCommandList1(); if (tier >= 2 && command_list != nullptr) { // Depth buffer transitions are affected by sample positions. SubmitBarriers(); // Standard sample positions in Direct3D 10.1, but adjusted to take the // fact that SSAA samples are already shifted by 1/4 of a pixel. // TODO(Triang3l): Find what sample positions are used by Xenos, though // they are not necessarily better. The purpose is just to make 2x SSAA // work a little bit better for tall stairs. // FIXME(Triang3l): This is currently even uglier than without custom // sample positions. if (sample_positions >= MsaaSamples::k2X) { // Sample 1 is lower-left on Xenos, but upper-right in Direct3D 12. D3D12_SAMPLE_POSITION d3d_sample_positions[4]; if (sample_positions >= MsaaSamples::k4X) { // Upper-left. d3d_sample_positions[0].X = -2 + 4; d3d_sample_positions[0].Y = -6 + 4; // Upper-right. d3d_sample_positions[1].X = 6 - 4; d3d_sample_positions[1].Y = -2 + 4; // Lower-left. d3d_sample_positions[2].X = -6 + 4; d3d_sample_positions[2].Y = 2 - 4; // Lower-right. d3d_sample_positions[3].X = 2 - 4; d3d_sample_positions[3].Y = 6 - 4; } else { // Upper. d3d_sample_positions[0].X = -4; d3d_sample_positions[0].Y = -4 + 4; d3d_sample_positions[1].X = -4; d3d_sample_positions[1].Y = -4 + 4; // Lower. d3d_sample_positions[2].X = 4; d3d_sample_positions[2].Y = 4 - 4; d3d_sample_positions[3].X = 4; d3d_sample_positions[3].Y = 4 - 4; } command_list->SetSamplePositions(1, 4, d3d_sample_positions); } else { command_list->SetSamplePositions(0, 0, nullptr); } } } current_sample_positions_ = sample_positions; } void D3D12CommandProcessor::SetComputePipeline(ID3D12PipelineState* pipeline) { if (current_pipeline_ != pipeline) { GetCurrentCommandList()->SetPipelineState(pipeline); current_pipeline_ = pipeline; } } void D3D12CommandProcessor::UnbindRenderTargets() { render_target_cache_->UnbindRenderTargets(); } void D3D12CommandProcessor::SetExternalGraphicsPipeline( ID3D12PipelineState* pipeline, bool reset_viewport, bool reset_blend_factor, bool reset_stencil_ref) { if (current_pipeline_ != pipeline) { GetCurrentCommandList()->SetPipelineState(pipeline); current_pipeline_ = pipeline; } current_graphics_root_signature_ = nullptr; current_graphics_root_up_to_date_ = 0; primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; if (reset_viewport) { ff_viewport_update_needed_ = true; ff_scissor_update_needed_ = true; } if (reset_blend_factor) { ff_blend_factor_update_needed_ = true; } if (reset_stencil_ref) { ff_stencil_ref_update_needed_ = true; } } bool D3D12CommandProcessor::SetupContext() { if (!CommandProcessor::SetupContext()) { XELOGE("Failed to initialize base command processor context"); return false; } auto context = GetD3D12Context(); auto provider = context->GetD3D12Provider(); auto device = provider->GetDevice(); auto direct_queue = provider->GetDirectQueue(); for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) { command_lists_[i] = ui::d3d12::CommandList::Create( device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT); if (command_lists_[i] == nullptr) { XELOGE("Failed to create the command lists"); return false; } } constant_buffer_pool_ = std::make_unique(context, 1024 * 1024); view_heap_pool_ = std::make_unique( context, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 32768); // Can't create a shader-visible heap with more than 2048 samplers. sampler_heap_pool_ = std::make_unique( context, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048); shared_memory_ = std::make_unique(this, memory_); if (!shared_memory_->Initialize()) { XELOGE("Failed to initialize shared memory"); return false; } pipeline_cache_ = std::make_unique(this, register_file_); texture_cache_ = std::make_unique(this, register_file_, shared_memory_.get()); if (!texture_cache_->Initialize()) { XELOGE("Failed to initialize the texture cache"); return false; } render_target_cache_ = std::make_unique(this, register_file_); if (!render_target_cache_->Initialize()) { XELOGE("Failed to initialize the render target cache"); return false; } D3D12_HEAP_PROPERTIES swap_texture_heap_properties = {}; swap_texture_heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; D3D12_RESOURCE_DESC swap_texture_desc; swap_texture_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; swap_texture_desc.Alignment = 0; swap_texture_desc.Width = kSwapTextureWidth; swap_texture_desc.Height = kSwapTextureHeight; swap_texture_desc.DepthOrArraySize = 1; swap_texture_desc.MipLevels = 1; swap_texture_desc.Format = ui::d3d12::D3D12Context::kSwapChainFormat; swap_texture_desc.SampleDesc.Count = 1; swap_texture_desc.SampleDesc.Quality = 0; swap_texture_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; swap_texture_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; // Can be sampled at any time, switch to render target when needed, then back. if (FAILED(device->CreateCommittedResource( &swap_texture_heap_properties, D3D12_HEAP_FLAG_NONE, &swap_texture_desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, nullptr, IID_PPV_ARGS(&swap_texture_)))) { XELOGE("Failed to create the command processor front buffer"); return false; } D3D12_DESCRIPTOR_HEAP_DESC swap_descriptor_heap_desc; swap_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; swap_descriptor_heap_desc.NumDescriptors = 1; swap_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; swap_descriptor_heap_desc.NodeMask = 0; if (FAILED(device->CreateDescriptorHeap( &swap_descriptor_heap_desc, IID_PPV_ARGS(&swap_texture_rtv_descriptor_heap_)))) { XELOGE("Failed to create the command processor front buffer RTV heap"); return false; } swap_texture_rtv_ = swap_texture_rtv_descriptor_heap_->GetCPUDescriptorHandleForHeapStart(); D3D12_RENDER_TARGET_VIEW_DESC swap_rtv_desc; swap_rtv_desc.Format = ui::d3d12::D3D12Context::kSwapChainFormat; swap_rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; swap_rtv_desc.Texture2D.MipSlice = 0; swap_rtv_desc.Texture2D.PlaneSlice = 0; device->CreateRenderTargetView(swap_texture_, &swap_rtv_desc, swap_texture_rtv_); swap_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; swap_descriptor_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (FAILED(device->CreateDescriptorHeap( &swap_descriptor_heap_desc, IID_PPV_ARGS(&swap_texture_srv_descriptor_heap_)))) { XELOGE("Failed to create the command processor front buffer SRV heap"); return false; } D3D12_SHADER_RESOURCE_VIEW_DESC swap_srv_desc; swap_srv_desc.Format = ui::d3d12::D3D12Context::kSwapChainFormat; swap_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; swap_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; swap_srv_desc.Texture2D.MostDetailedMip = 0; swap_srv_desc.Texture2D.MipLevels = 1; swap_srv_desc.Texture2D.PlaneSlice = 0; swap_srv_desc.Texture2D.ResourceMinLODClamp = 0.0f; device->CreateShaderResourceView( swap_texture_, &swap_srv_desc, swap_texture_srv_descriptor_heap_->GetCPUDescriptorHandleForHeapStart()); return true; } void D3D12CommandProcessor::ShutdownContext() { auto context = GetD3D12Context(); context->AwaitAllFramesCompletion(); ui::d3d12::util::ReleaseAndNull(scratch_buffer_); scratch_buffer_size_ = 0; for (auto& buffer_for_deletion : buffers_for_deletion_) { buffer_for_deletion.buffer->Release(); } buffers_for_deletion_.clear(); if (swap_texture_srv_descriptor_heap_ != nullptr) { { std::lock_guard lock(swap_state_.mutex); swap_state_.pending = false; swap_state_.front_buffer_texture = 0; } auto graphics_system = static_cast(graphics_system_); graphics_system->AwaitFrontBufferUnused(); swap_texture_srv_descriptor_heap_->Release(); swap_texture_srv_descriptor_heap_ = nullptr; } ui::d3d12::util::ReleaseAndNull(swap_texture_rtv_descriptor_heap_); ui::d3d12::util::ReleaseAndNull(swap_texture_); sampler_heap_pool_.reset(); view_heap_pool_.reset(); constant_buffer_pool_.reset(); render_target_cache_.reset(); texture_cache_.reset(); pipeline_cache_.reset(); // Root signatured are used by pipelines, thus freed after the pipelines. for (auto it : root_signatures_) { it.second->Release(); } root_signatures_.clear(); shared_memory_.reset(); for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) { command_lists_[i].reset(); } CommandProcessor::ShutdownContext(); } void D3D12CommandProcessor::WriteRegister(uint32_t index, uint32_t value) { CommandProcessor::WriteRegister(index, value); if (index >= XE_GPU_REG_SHADER_CONSTANT_000_X && index <= XE_GPU_REG_SHADER_CONSTANT_511_W) { uint32_t component_index = index - XE_GPU_REG_SHADER_CONSTANT_000_X; cbuffer_bindings_float_[component_index >> 7].up_to_date = false; } else if (index >= XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 && index <= XE_GPU_REG_SHADER_CONSTANT_LOOP_31) { cbuffer_bindings_bool_loop_.up_to_date = false; } else if (index >= XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 && index <= XE_GPU_REG_SHADER_CONSTANT_FETCH_31_5) { cbuffer_bindings_fetch_.up_to_date = false; if (texture_cache_ != nullptr) { texture_cache_->TextureFetchConstantWritten( (index - XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0) / 6); } } } void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width, uint32_t frontbuffer_height) { SCOPE_profile_cpu_f("gpu"); // In case the swap command is the only one in the frame. BeginFrame(); D3D12_CPU_DESCRIPTOR_HANDLE frontbuffer_cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE frontbuffer_gpu_handle; if (RequestViewDescriptors(0, 1, 1, frontbuffer_cpu_handle, frontbuffer_gpu_handle) != 0) { if (texture_cache_->RequestSwapTexture(frontbuffer_cpu_handle)) { auto command_list = GetCurrentCommandList(); render_target_cache_->UnbindRenderTargets(); // The swap texture is kept as an SRV because the graphics system may draw // with it at any time. It's switched to RTV and back when needed. PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); SubmitBarriers(); command_list->OMSetRenderTargets(1, &swap_texture_rtv_, TRUE, nullptr); D3D12_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = float(kSwapTextureWidth); viewport.Height = float(kSwapTextureHeight); viewport.MinDepth = 0.0f; viewport.MaxDepth = 0.0f; command_list->RSSetViewports(1, &viewport); D3D12_RECT scissor; scissor.left = 0; scissor.top = 0; scissor.right = kSwapTextureWidth; scissor.bottom = kSwapTextureHeight; command_list->RSSetScissorRects(1, &scissor); D3D12GraphicsSystem* graphics_system = static_cast(graphics_system_); graphics_system->StretchTextureToFrontBuffer(frontbuffer_gpu_handle, command_list); PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); // Don't care about graphics state because the frame is ending anyway. { std::lock_guard lock(swap_state_.mutex); swap_state_.width = kSwapTextureWidth; swap_state_.height = kSwapTextureHeight; swap_state_.front_buffer_texture = reinterpret_cast(swap_texture_srv_descriptor_heap_); } } } EndFrame(); if (cache_clear_requested_) { cache_clear_requested_ = false; GetD3D12Context()->AwaitAllFramesCompletion(); ui::d3d12::util::ReleaseAndNull(scratch_buffer_); scratch_buffer_size_ = 0; sampler_heap_pool_->ClearCache(); view_heap_pool_->ClearCache(); constant_buffer_pool_->ClearCache(); render_target_cache_->ClearCache(); texture_cache_->ClearCache(); pipeline_cache_->ClearCache(); for (auto it : root_signatures_) { it.second->Release(); } root_signatures_.clear(); // TODO(Triang3l): Shared memory cache clear. // shared_memory_->ClearCache(); } } Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type, uint32_t guest_address, const uint32_t* host_address, uint32_t dword_count) { return pipeline_cache_->LoadShader(shader_type, guest_address, host_address, dword_count); } bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type, uint32_t index_count, IndexBufferInfo* index_buffer_info) { auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice(); auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto enable_mode = static_cast( regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7); if (enable_mode == xenos::ModeControl::kIgnore) { // Ignored. return true; } if (enable_mode == xenos::ModeControl::kCopy) { // Special copy handling. return IssueCopy(); } if ((regs[XE_GPU_REG_RB_SURFACE_INFO].u32 & 0x3FFF) == 0) { // Doesn't actually draw. return true; } if ((regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & 0x3) == 0x3 && primitive_type != PrimitiveType::kPointList && primitive_type != PrimitiveType::kRectangleList) { // Both sides are culled - can't reproduce this with rasterizer state. return true; } bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base; if (indexed && regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 21)) { uint32_t reset_index = regs[XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX].u32; uint32_t reset_index_expected; if (index_buffer_info->format == IndexFormat::kInt32) { reset_index_expected = 0xFFFFFFFFu; } else { reset_index_expected = 0xFFFFu; } if (reset_index != reset_index_expected) { // Only 0xFFFF and 0xFFFFFFFF primitive restart indices are supported by // Direct3D 12 (endianness doesn't matter for them). With shared memory, // it's impossible to replace the cut index in the buffer without // affecting the game memory. XELOGE( "The game uses the primitive restart index 0x%X that isn't 0xFFFF or " "0xFFFFFFFF. Report the game to Xenia developers so geometry shaders " "will be added to handle this!", reset_index); assert_always(); return false; } } // Shaders will have already been defined by previous loads. // We need them to do just about anything so validate here. auto vertex_shader = static_cast(active_vertex_shader()); auto pixel_shader = static_cast(active_pixel_shader()); if (!vertex_shader) { // Always need a vertex shader. return false; } // Depth-only mode doesn't need a pixel shader. if (enable_mode == xenos::ModeControl::kDepth) { pixel_shader = nullptr; } else if (!pixel_shader) { // Need a pixel shader in normal color mode. return false; } // Translate shaders now because to get the color mask, which is needed by the // render target cache. if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader, pixel_shader)) { return false; } uint32_t color_mask = GetCurrentColorMask(pixel_shader); if (!color_mask && !(regs[XE_GPU_REG_RB_DEPTHCONTROL].u32 & (0x1 | 0x4))) { // Not writing to color, depth or doing stencil test, so doesn't draw. return true; } bool new_frame = BeginFrame(); auto command_list = GetCurrentCommandList(); // Set up the render targets - this may bind pipelines. if (!render_target_cache_->UpdateRenderTargets(pixel_shader)) { // Doesn't actually draw. return true; } const RenderTargetCache::PipelineRenderTarget* pipeline_render_targets = render_target_cache_->GetCurrentPipelineRenderTargets(); // Set the primitive topology. D3D_PRIMITIVE_TOPOLOGY primitive_topology; switch (primitive_type) { case PrimitiveType::kLineList: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break; case PrimitiveType::kLineStrip: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; case PrimitiveType::kTriangleList: case PrimitiveType::kRectangleList: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; case PrimitiveType::kTriangleStrip: primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; default: return false; } if (primitive_topology_ != primitive_topology) { primitive_topology_ = primitive_topology; command_list->IASetPrimitiveTopology(primitive_topology); } // Get the pipeline and translate the shaders so used textures are known. ID3D12PipelineState* pipeline; ID3D12RootSignature* root_signature; auto pipeline_status = pipeline_cache_->ConfigurePipeline( vertex_shader, pixel_shader, primitive_type, indexed ? index_buffer_info->format : IndexFormat::kInt16, pipeline_render_targets, &pipeline, &root_signature); if (pipeline_status == PipelineCache::UpdateStatus::kError) { return false; } // Update the textures - this may bind pipelines. texture_cache_->RequestTextures( vertex_shader->GetUsedTextureMask(), pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0); // Update viewport, scissor, blend factor and stencil reference. UpdateFixedFunctionState(command_list); // Bind the pipeline. if (current_pipeline_ != pipeline) { GetCurrentCommandList()->SetPipelineState(pipeline); current_pipeline_ = pipeline; } // Update system constants before uploading them. UpdateSystemConstantValues( indexed ? index_buffer_info->endianness : Endian::kUnspecified, pipeline_render_targets); // Update constant buffers, descriptors and root parameters. if (!UpdateBindings(command_list, vertex_shader, pixel_shader, root_signature)) { return false; } // Ensure vertex and index buffers are resident and draw. // TODO(Triang3l): Cache residency for ranges in a way similar to how texture // validity will be tracked. uint64_t vertex_buffers_resident[2] = {}; for (const auto& vertex_binding : vertex_shader->vertex_bindings()) { uint32_t vfetch_index = vertex_binding.fetch_constant; if (vertex_buffers_resident[vfetch_index >> 6] & (1ull << (vfetch_index & 63))) { continue; } uint32_t vfetch_constant_index = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + vfetch_index * 2; if ((regs[vfetch_constant_index].u32 & 0x3) != 3) { XELOGGPU("Vertex fetch type is not 3!"); return false; } shared_memory_->RequestRange( regs[vfetch_constant_index].u32 & 0x1FFFFFFC, regs[vfetch_constant_index + 1].u32 & 0x3FFFFFC); vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63); } if (indexed) { uint32_t index_base = index_buffer_info->guest_base & 0x1FFFFFFF; uint32_t index_size = index_buffer_info->format == IndexFormat::kInt32 ? sizeof(uint32_t) : sizeof(uint16_t); index_base &= ~(index_size - 1); uint32_t index_buffer_size = index_buffer_info->count * index_size; shared_memory_->RequestRange(index_base, index_buffer_size); shared_memory_->UseForReading(); D3D12_INDEX_BUFFER_VIEW index_buffer_view; index_buffer_view.BufferLocation = shared_memory_->GetGPUAddress() + index_base; index_buffer_view.SizeInBytes = index_buffer_size; index_buffer_view.Format = index_buffer_info->format == IndexFormat::kInt32 ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; command_list->IASetIndexBuffer(&index_buffer_view); SubmitBarriers(); command_list->DrawIndexedInstanced(index_count, 1, 0, 0, 0); } else { shared_memory_->UseForReading(); SubmitBarriers(); command_list->DrawInstanced(index_count, 1, 0, 0); } return true; } bool D3D12CommandProcessor::IssueCopy() { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES BeginFrame(); return render_target_cache_->Resolve(shared_memory_.get(), texture_cache_.get(), memory_); } bool D3D12CommandProcessor::BeginFrame() { if (current_queue_frame_ != UINT32_MAX) { return false; } auto context = GetD3D12Context(); context->BeginSwap(); current_queue_frame_ = context->GetCurrentQueueFrame(); // Remove outdated temporary buffers. uint64_t last_completed_frame = context->GetLastCompletedFrame(); auto erase_buffers_end = buffers_for_deletion_.begin(); while (erase_buffers_end != buffers_for_deletion_.end()) { uint64_t upload_frame = erase_buffers_end->last_usage_frame; if (upload_frame > last_completed_frame) { ++erase_buffers_end; break; } erase_buffers_end->buffer->Release(); ++erase_buffers_end; } buffers_for_deletion_.erase(buffers_for_deletion_.begin(), erase_buffers_end); // Reset fixed-function state. ff_viewport_update_needed_ = true; ff_scissor_update_needed_ = true; ff_blend_factor_update_needed_ = true; ff_stencil_ref_update_needed_ = true; // Since a new command list is being started, sample positions are reset to // centers. current_sample_positions_ = MsaaSamples::k1X; // Reset bindings, particularly because the buffers backing them are recycled. current_pipeline_ = nullptr; current_graphics_root_signature_ = nullptr; current_graphics_root_up_to_date_ = 0; current_view_heap_ = nullptr; current_sampler_heap_ = nullptr; cbuffer_bindings_system_.up_to_date = false; for (uint32_t i = 0; i < xe::countof(cbuffer_bindings_float_); ++i) { cbuffer_bindings_float_[i].up_to_date = false; } cbuffer_bindings_bool_loop_.up_to_date = false; cbuffer_bindings_fetch_.up_to_date = false; draw_view_full_update_ = 0; draw_sampler_full_update_ = 0; primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; command_lists_[current_queue_frame_]->BeginRecording(); constant_buffer_pool_->BeginFrame(); view_heap_pool_->BeginFrame(); sampler_heap_pool_->BeginFrame(); shared_memory_->BeginFrame(); texture_cache_->BeginFrame(); render_target_cache_->BeginFrame(); return true; } bool D3D12CommandProcessor::EndFrame() { if (current_queue_frame_ == UINT32_MAX) { return false; } assert_false(scratch_buffer_used_); render_target_cache_->EndFrame(); shared_memory_->EndFrame(); // Submit barriers now because resources the queued barriers are for may be // destroyed between frames. SubmitBarriers(); command_lists_[current_queue_frame_]->Execute(); sampler_heap_pool_->EndFrame(); view_heap_pool_->EndFrame(); constant_buffer_pool_->EndFrame(); auto context = GetD3D12Context(); context->EndSwap(); current_queue_frame_ = UINT32_MAX; return true; } void D3D12CommandProcessor::UpdateFixedFunctionState( ID3D12GraphicsCommandList* command_list) { auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES // Window parameters. // http://ftp.tku.edu.tw/NetBSD/NetBSD-current/xsrc/external/mit/xf86-video-ati/dist/src/r600_reg_auto_r6xx.h // See r200UpdateWindow: // https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c uint32_t pa_sc_window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32; int16_t window_offset_x = pa_sc_window_offset & 0x7FFF; int16_t window_offset_y = (pa_sc_window_offset >> 16) & 0x7FFF; if (window_offset_x & 0x4000) { window_offset_x |= 0x8000; } if (window_offset_y & 0x4000) { window_offset_y |= 0x8000; } // Supersampling replacing multisampling due to difficulties of emulating // EDRAM with multisampling. MsaaSamples msaa_samples = MsaaSamples((regs[XE_GPU_REG_RB_SURFACE_INFO].u32 >> 16) & 0x3); uint32_t ssaa_scale_x = msaa_samples >= MsaaSamples::k4X ? 2 : 1; uint32_t ssaa_scale_y = msaa_samples >= MsaaSamples::k2X ? 2 : 1; // Viewport. // PA_CL_VTE_CNTL contains whether offsets and scales are enabled. // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf // In games, either all are enabled (for regular drawing) or none are (for // rectangle lists usually). // // If scale/offset is enabled, the Xenos shader is writing (neglecting W // division) position in the NDC (-1, -1, dx_clip_space_def - 1) -> (1, 1, 1) // box. If it's not, the position is in screen space. Since we can only use // the NDC in PC APIs, we use a viewport of the largest possible size, and // divide the position by it in translated shaders. uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32; float viewport_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? std::abs(regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32) : 1280.0f; float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2)) ? std::abs(regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32) : 1280.0f; float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4)) ? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 : 1.0f; float viewport_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? regs[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32 : std::abs(viewport_scale_x); float viewport_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32 : std::abs(viewport_scale_y); float viewport_offset_z = (pa_cl_vte_cntl & (1 << 5)) ? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32 : 0.0f; if (regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 16)) { viewport_offset_x += float(window_offset_x); viewport_offset_y += float(window_offset_y); } D3D12_VIEWPORT viewport; viewport.TopLeftX = (viewport_offset_x - viewport_scale_x) * float(ssaa_scale_x); viewport.TopLeftY = (viewport_offset_y - viewport_scale_y) * float(ssaa_scale_y); viewport.Width = viewport_scale_x * 2.0f * float(ssaa_scale_x); viewport.Height = viewport_scale_y * 2.0f * float(ssaa_scale_y); viewport.MinDepth = viewport_offset_z; viewport.MaxDepth = viewport_offset_z + viewport_scale_z; ff_viewport_update_needed_ |= ff_viewport_.TopLeftX != viewport.TopLeftX; ff_viewport_update_needed_ |= ff_viewport_.TopLeftY != viewport.TopLeftY; ff_viewport_update_needed_ |= ff_viewport_.Width != viewport.Width; ff_viewport_update_needed_ |= ff_viewport_.Height != viewport.Height; ff_viewport_update_needed_ |= ff_viewport_.MinDepth != viewport.MinDepth; ff_viewport_update_needed_ |= ff_viewport_.MaxDepth != viewport.MaxDepth; if (ff_viewport_update_needed_) { ff_viewport_ = viewport; command_list->RSSetViewports(1, &viewport); ff_viewport_update_needed_ = false; } // Scissor. uint32_t pa_sc_window_scissor_tl = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32; uint32_t pa_sc_window_scissor_br = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32; D3D12_RECT scissor; scissor.left = pa_sc_window_scissor_tl & 0x7FFF; scissor.top = (pa_sc_window_scissor_tl >> 16) & 0x7FFF; scissor.right = pa_sc_window_scissor_br & 0x7FFF; scissor.bottom = (pa_sc_window_scissor_br >> 16) & 0x7FFF; if (!(pa_sc_window_scissor_tl & (1u << 31))) { // !WINDOW_OFFSET_DISABLE. scissor.left = std::max(scissor.left + window_offset_x, LONG(0)); scissor.top = std::max(scissor.top + window_offset_y, LONG(0)); scissor.right = std::max(scissor.right + window_offset_x, LONG(0)); scissor.bottom = std::max(scissor.bottom + window_offset_y, LONG(0)); } scissor.left *= ssaa_scale_x; scissor.top *= ssaa_scale_y; scissor.right *= ssaa_scale_x; scissor.bottom *= ssaa_scale_y; ff_scissor_update_needed_ |= ff_scissor_.left != scissor.left; ff_scissor_update_needed_ |= ff_scissor_.top != scissor.top; ff_scissor_update_needed_ |= ff_scissor_.right != scissor.right; ff_scissor_update_needed_ |= ff_scissor_.bottom != scissor.bottom; if (ff_scissor_update_needed_) { ff_scissor_ = scissor; command_list->RSSetScissorRects(1, &scissor); ff_scissor_update_needed_ = false; } // Blend factor. ff_blend_factor_update_needed_ |= ff_blend_factor_[0] != regs[XE_GPU_REG_RB_BLEND_RED].f32; ff_blend_factor_update_needed_ |= ff_blend_factor_[1] != regs[XE_GPU_REG_RB_BLEND_GREEN].f32; ff_blend_factor_update_needed_ |= ff_blend_factor_[2] != regs[XE_GPU_REG_RB_BLEND_BLUE].f32; ff_blend_factor_update_needed_ |= ff_blend_factor_[3] != regs[XE_GPU_REG_RB_BLEND_ALPHA].f32; if (ff_blend_factor_update_needed_) { ff_blend_factor_[0] = regs[XE_GPU_REG_RB_BLEND_RED].f32; ff_blend_factor_[1] = regs[XE_GPU_REG_RB_BLEND_GREEN].f32; ff_blend_factor_[2] = regs[XE_GPU_REG_RB_BLEND_BLUE].f32; ff_blend_factor_[3] = regs[XE_GPU_REG_RB_BLEND_ALPHA].f32; command_list->OMSetBlendFactor(ff_blend_factor_); ff_blend_factor_update_needed_ = false; } // Stencil reference value. uint32_t stencil_ref = regs[XE_GPU_REG_RB_STENCILREFMASK].u32 & 0xFF; ff_stencil_ref_update_needed_ |= ff_stencil_ref_ != stencil_ref; if (ff_stencil_ref_update_needed_) { ff_stencil_ref_ = stencil_ref; command_list->OMSetStencilRef(stencil_ref); ff_stencil_ref_update_needed_ = false; } } void D3D12CommandProcessor::UpdateSystemConstantValues( Endian index_endian, const RenderTargetCache::PipelineRenderTarget render_targets[4]) { auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES uint32_t vgt_indx_offset = regs[XE_GPU_REG_VGT_INDX_OFFSET].u32; uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32; uint32_t pa_cl_clip_cntl = regs[XE_GPU_REG_PA_CL_CLIP_CNTL].u32; uint32_t pa_su_vtx_cntl = regs[XE_GPU_REG_PA_SU_VTX_CNTL].u32; uint32_t sq_program_cntl = regs[XE_GPU_REG_SQ_PROGRAM_CNTL].u32; uint32_t sq_context_misc = regs[XE_GPU_REG_SQ_CONTEXT_MISC].u32; uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32; uint32_t rb_colorcontrol = regs[XE_GPU_REG_RB_COLORCONTROL].u32; uint32_t rb_alpha_ref = regs[XE_GPU_REG_RB_ALPHA_REF].u32; bool dirty = false; // Vertex index offset. dirty |= system_constants_.vertex_base_index != vgt_indx_offset; system_constants_.vertex_base_index = vgt_indx_offset; // Index buffer endianness. dirty |= system_constants_.vertex_index_endian != uint32_t(index_endian); system_constants_.vertex_index_endian = uint32_t(index_endian); // W0 division control. // http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf // VTX_XY_FMT = true: the incoming XY 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. float vtx_xy_fmt = (pa_cl_vte_cntl & (1 << 8)) ? 1.0f : 0.0f; float vtx_z_fmt = (pa_cl_vte_cntl & (1 << 9)) ? 1.0f : 0.0f; float vtx_w0_fmt = (pa_cl_vte_cntl & (1 << 10)) ? 1.0f : 0.0f; dirty |= system_constants_.mul_rcp_w[0] != vtx_xy_fmt; dirty |= system_constants_.mul_rcp_w[1] != vtx_z_fmt; dirty |= system_constants_.mul_rcp_w[2] != vtx_w0_fmt; system_constants_.mul_rcp_w[0] = vtx_xy_fmt; system_constants_.mul_rcp_w[1] = vtx_z_fmt; system_constants_.mul_rcp_w[2] = vtx_w0_fmt; // Conversion to Direct3D 12 normalized device coordinates. // See viewport configuration in UpdateFixedFunctionState for explanations. // X and Y scale/offset is to convert unnormalized coordinates generated by // shaders (for rectangle list drawing, for instance) to the 2560x2560 // viewport that is used to emulate unnormalized coordinates. // Z scale/offset is to convert from OpenGL NDC to Direct3D NDC if needed. // Also apply half-pixel offset to reproduce Direct3D 9 rasterization rules. // TODO(Triang3l): Check if pixel coordinates need to be offset depending on a // different register (and if there's such register at all). float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32; float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32; bool gl_clip_space_def = !(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4)); float ndc_scale_x, ndc_scale_y; if (pa_cl_vte_cntl & (1 << 0)) { ndc_scale_x = viewport_scale_x >= 0.0f ? 1.0f : -1.0f; } else { ndc_scale_x = 1.0f / 1280.0f; } if (pa_cl_vte_cntl & (1 << 2)) { ndc_scale_y = viewport_scale_y >= 0.0f ? -1.0f : 1.0f; } else { ndc_scale_y = -1.0f / 1280.0f; } float ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f; float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? 0.0f : -1.0f; float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? 0.0f : 1.0f; float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f; float pixel_half_pixel_offset = 0.0f; if (!(pa_su_vtx_cntl & (1 << 0))) { // Signs are hopefully correct here, tested in GTA IV on both clearing // (without a viewport) and drawing things near the edges of the screen. if (pa_cl_vte_cntl & (1 << 0)) { if (viewport_scale_x != 0.0f) { ndc_offset_x += 0.5f / viewport_scale_x; } } else { ndc_offset_x += 1.0f / 2560.0f; } if (pa_cl_vte_cntl & (1 << 2)) { if (viewport_scale_y != 0.0f) { ndc_offset_y += 0.5f / viewport_scale_y; } } else { ndc_offset_y -= 1.0f / 2560.0f; } pixel_half_pixel_offset = -0.5f; } dirty |= system_constants_.ndc_scale[0] != ndc_scale_x; dirty |= system_constants_.ndc_scale[1] != ndc_scale_y; dirty |= system_constants_.ndc_scale[2] != ndc_scale_z; dirty |= system_constants_.ndc_offset[0] != ndc_offset_x; dirty |= system_constants_.ndc_offset[1] != ndc_offset_y; dirty |= system_constants_.ndc_offset[2] != ndc_offset_z; dirty |= system_constants_.pixel_half_pixel_offset != pixel_half_pixel_offset; system_constants_.ndc_scale[0] = ndc_scale_x; system_constants_.ndc_scale[1] = ndc_scale_y; system_constants_.ndc_scale[2] = ndc_scale_z; system_constants_.ndc_offset[0] = ndc_offset_x; system_constants_.ndc_offset[1] = ndc_offset_y; system_constants_.ndc_offset[2] = ndc_offset_z; system_constants_.pixel_half_pixel_offset = pixel_half_pixel_offset; // Pixel position register. uint32_t pixel_pos_reg = (sq_program_cntl & (1 << 18)) ? (sq_context_misc >> 8) & 0xFF : UINT_MAX; dirty |= system_constants_.pixel_pos_reg != pixel_pos_reg; system_constants_.pixel_pos_reg = pixel_pos_reg; // Supersampling anti-aliasing pixel scale inverse for pixel positions. MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3); float ssaa_inv_scale_x = msaa_samples >= MsaaSamples::k4X ? 0.5f : 1.0f; float ssaa_inv_scale_y = msaa_samples >= MsaaSamples::k2X ? 0.5f : 1.0f; dirty |= system_constants_.ssaa_inv_scale[0] != ssaa_inv_scale_x; dirty |= system_constants_.ssaa_inv_scale[1] != ssaa_inv_scale_y; system_constants_.ssaa_inv_scale[0] = ssaa_inv_scale_x; system_constants_.ssaa_inv_scale[1] = ssaa_inv_scale_y; // Alpha test. uint32_t alpha_test_enabled = (rb_colorcontrol & 0x8) ? 1 : 0; dirty |= system_constants_.alpha_test_enabled != alpha_test_enabled; system_constants_.alpha_test_enabled = alpha_test_enabled; if (rb_colorcontrol & 0x8) { uint32_t alpha_test_function = rb_colorcontrol & 0x7; // 0: Never - fail in [-inf, +inf]. // 1: Less - fail in [ref, +inf]. // 2: Equal - pass in [ref, ref]. // 3: Less or equal - pass in [-inf, ref]. // 4: Greater - fail in [-inf, ref]. // 5: Not equal - fail in [ref, ref]. // 6: Greater or equal - pass in [ref, +inf]. // 7: Always - pass in [-inf, +inf]. uint32_t alpha_test_range_start = (alpha_test_function == 1 || alpha_test_function == 2 || alpha_test_function == 5 || alpha_test_function == 6) ? rb_alpha_ref : 0xFF800000u; uint32_t alpha_test_range_end = (alpha_test_function == 2 || alpha_test_function == 3 || alpha_test_function == 4 || alpha_test_function == 5) ? rb_alpha_ref : 0x7F800000u; uint32_t alpha_test_range_pass = (alpha_test_function & 0x2) ? 1 : 0; dirty |= system_constants_.alpha_test_range[0] != alpha_test_range_start; dirty |= system_constants_.alpha_test_range[1] != alpha_test_range_end; dirty |= system_constants_.alpha_test_range_pass != alpha_test_range_pass; system_constants_.alpha_test_range[0] = alpha_test_range_start; system_constants_.alpha_test_range[1] = alpha_test_range_end; system_constants_.alpha_test_range_pass = alpha_test_range_pass; } // Color output index mapping. for (uint32_t i = 0; i < 4; ++i) { dirty |= system_constants_.color_output_map[i] != render_targets[i].guest_render_target; system_constants_.color_output_map[i] = render_targets[i].guest_render_target; } cbuffer_bindings_system_.up_to_date &= !dirty; } bool D3D12CommandProcessor::UpdateBindings( ID3D12GraphicsCommandList* command_list, const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) { auto provider = GetD3D12Context()->GetD3D12Provider(); auto device = provider->GetDevice(); auto& regs = *register_file_; #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES // Bind the new root signature. if (current_graphics_root_signature_ != root_signature) { current_graphics_root_signature_ = root_signature; GetRootExtraParameterIndices(vertex_shader, pixel_shader, current_graphics_root_extras_); // We don't know which root parameters are up to date anymore. current_graphics_root_up_to_date_ = 0; command_list->SetGraphicsRootSignature(root_signature); } // Get used textures and samplers. uint32_t pixel_texture_count, pixel_sampler_count; const D3D12Shader::TextureSRV* pixel_textures; const uint32_t* pixel_samplers; if (pixel_shader != nullptr) { pixel_textures = pixel_shader->GetTextureSRVs(pixel_texture_count); pixel_samplers = pixel_shader->GetSamplerFetchConstants(pixel_sampler_count); } else { pixel_textures = nullptr; pixel_texture_count = 0; pixel_samplers = nullptr; pixel_sampler_count = 0; } uint32_t vertex_texture_count, vertex_sampler_count; const D3D12Shader::TextureSRV* vertex_textures = vertex_shader->GetTextureSRVs(vertex_texture_count); const uint32_t* vertex_samplers = vertex_shader->GetSamplerFetchConstants(vertex_sampler_count); uint32_t texture_count = pixel_texture_count + vertex_texture_count; uint32_t sampler_count = pixel_sampler_count + vertex_sampler_count; // Begin updating descriptors. bool write_common_constant_views = false; bool write_fetch_constant_view = false; bool write_vertex_float_constant_views = false; bool write_pixel_float_constant_views = false; // TODO(Triang3l): Update textures and samplers only if shaders or binding // hash change. bool write_textures = texture_count != 0; bool write_samplers = sampler_count != 0; // Update constant buffers. if (!cbuffer_bindings_system_.up_to_date) { uint8_t* system_constants = constant_buffer_pool_->RequestFull( xe::align(uint32_t(sizeof(system_constants_)), 256u), nullptr, nullptr, &cbuffer_bindings_system_.buffer_address); if (system_constants == nullptr) { return false; } std::memcpy(system_constants, &system_constants_, sizeof(system_constants_)); cbuffer_bindings_system_.up_to_date = true; write_common_constant_views = true; } if (!cbuffer_bindings_bool_loop_.up_to_date) { uint32_t* bool_loop_constants = reinterpret_cast(constant_buffer_pool_->RequestFull( 768, nullptr, nullptr, &cbuffer_bindings_bool_loop_.buffer_address)); if (bool_loop_constants == nullptr) { return false; } // Bool and loop constants are quadrupled to allow dynamic indexing. for (uint32_t i = 0; i < 40; ++i) { uint32_t bool_loop_constant = regs[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 + i].u32; uint32_t* bool_loop_constant_vector = bool_loop_constants + (i << 2); bool_loop_constant_vector[0] = bool_loop_constant; bool_loop_constant_vector[1] = bool_loop_constant; bool_loop_constant_vector[2] = bool_loop_constant; bool_loop_constant_vector[3] = bool_loop_constant; } cbuffer_bindings_bool_loop_.up_to_date = true; write_common_constant_views = true; } if (!cbuffer_bindings_fetch_.up_to_date) { uint8_t* fetch_constants = constant_buffer_pool_->RequestFull( 768, nullptr, nullptr, &cbuffer_bindings_fetch_.buffer_address); if (fetch_constants == nullptr) { return false; } std::memcpy(fetch_constants, ®s[XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0].u32, 32 * 6 * sizeof(uint32_t)); cbuffer_bindings_fetch_.up_to_date = true; write_fetch_constant_view = true; } for (uint32_t i = 0; i < 16; ++i) { ConstantBufferBinding& float_binding = cbuffer_bindings_float_[i]; if (float_binding.up_to_date) { continue; } uint8_t* float_constants = constant_buffer_pool_->RequestFull( 512, nullptr, nullptr, &float_binding.buffer_address); if (float_constants == nullptr) { return false; } std::memcpy(float_constants, ®s[XE_GPU_REG_SHADER_CONSTANT_000_X + (i << 7)].f32, 32 * 4 * sizeof(uint32_t)); float_binding.up_to_date = true; if (i < 8) { write_vertex_float_constant_views = true; } else { write_pixel_float_constant_views = true; } } // Allocate the descriptors. uint32_t view_count_partial_update = 0; if (write_common_constant_views) { // System and bool/loop constants. view_count_partial_update += 2; } if (write_fetch_constant_view) { // Fetch constants. ++view_count_partial_update; } if (write_vertex_float_constant_views) { // Vertex float constants. view_count_partial_update += 8; } if (write_pixel_float_constant_views) { // Pixel float constants. view_count_partial_update += 8; } if (write_textures) { view_count_partial_update += texture_count; } // All the constants + shared memory + textures. uint32_t view_count_full_update = 20 + texture_count; D3D12_CPU_DESCRIPTOR_HANDLE view_cpu_handle; D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle; uint32_t descriptor_size_view = provider->GetViewDescriptorSize(); uint64_t view_full_update_index = RequestViewDescriptors( draw_view_full_update_, view_count_partial_update, view_count_full_update, view_cpu_handle, view_gpu_handle); if (view_full_update_index == 0) { XELOGE("Failed to allocate view descriptors!"); return false; } D3D12_CPU_DESCRIPTOR_HANDLE sampler_cpu_handle = {}; D3D12_GPU_DESCRIPTOR_HANDLE sampler_gpu_handle = {}; uint32_t descriptor_size_sampler = provider->GetSamplerDescriptorSize(); uint64_t sampler_full_update_index = 0; if (sampler_count != 0) { sampler_full_update_index = RequestSamplerDescriptors( draw_sampler_full_update_, write_samplers ? sampler_count : 0, sampler_count, sampler_cpu_handle, sampler_gpu_handle); if (sampler_full_update_index == 0) { XELOGE("Failed to allocate sampler descriptors!"); return false; } } if (draw_view_full_update_ != view_full_update_index) { // Need to update all view descriptors. draw_view_full_update_ = view_full_update_index; write_common_constant_views = true; write_fetch_constant_view = true; write_vertex_float_constant_views = true; write_pixel_float_constant_views = true; write_textures = texture_count != 0; // If updating fully, write the shared memory descriptor (t0, space1). shared_memory_->CreateSRV(view_cpu_handle); gpu_handle_shared_memory_ = view_gpu_handle; view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_SharedMemory); } if (sampler_count != 0 && draw_sampler_full_update_ != sampler_full_update_index) { draw_sampler_full_update_ = sampler_full_update_index; write_samplers = true; } // Write the descriptors. D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_desc; if (write_common_constant_views) { gpu_handle_common_constants_ = view_gpu_handle; // System constants (b0). constant_buffer_desc.BufferLocation = cbuffer_bindings_system_.buffer_address; constant_buffer_desc.SizeInBytes = xe::align(uint32_t(sizeof(system_constants_)), 256u); device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; // Bool/loop constants (b1). constant_buffer_desc.BufferLocation = cbuffer_bindings_bool_loop_.buffer_address; constant_buffer_desc.SizeInBytes = 768; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_CommonConstants); } if (write_fetch_constant_view) { gpu_handle_fetch_constants_ = view_gpu_handle; // Fetch constants (b2). constant_buffer_desc.BufferLocation = cbuffer_bindings_fetch_.buffer_address; constant_buffer_desc.SizeInBytes = 768; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FetchConstants); } if (write_vertex_float_constant_views) { gpu_handle_vertex_float_constants_ = view_gpu_handle; // Vertex float constants (b3-b10). for (uint32_t i = 0; i < 8; ++i) { constant_buffer_desc.BufferLocation = cbuffer_bindings_float_[i].buffer_address; constant_buffer_desc.SizeInBytes = 512; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_VertexFloatConstants); } if (write_pixel_float_constant_views) { gpu_handle_pixel_float_constants_ = view_gpu_handle; // Pixel float constants (b3-b10). for (uint32_t i = 0; i < 8; ++i) { constant_buffer_desc.BufferLocation = cbuffer_bindings_float_[8 + i].buffer_address; constant_buffer_desc.SizeInBytes = 512; device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_PixelFloatConstants); } if (write_textures) { if (pixel_texture_count != 0) { assert_true(current_graphics_root_extras_.pixel_textures != RootExtraParameterIndices::kUnavailable); gpu_handle_pixel_textures_ = view_gpu_handle; for (uint32_t i = 0; i < pixel_texture_count; ++i) { const D3D12Shader::TextureSRV& srv = pixel_textures[i]; texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.pixel_textures); } if (vertex_texture_count != 0) { assert_true(current_graphics_root_extras_.vertex_textures != RootExtraParameterIndices::kUnavailable); gpu_handle_vertex_textures_ = view_gpu_handle; for (uint32_t i = 0; i < vertex_texture_count; ++i) { const D3D12Shader::TextureSRV& srv = vertex_textures[i]; texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension, view_cpu_handle); view_cpu_handle.ptr += descriptor_size_view; view_gpu_handle.ptr += descriptor_size_view; } current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.vertex_textures); } } if (write_samplers) { if (pixel_sampler_count != 0) { assert_true(current_graphics_root_extras_.pixel_samplers != RootExtraParameterIndices::kUnavailable); gpu_handle_pixel_samplers_ = sampler_gpu_handle; for (uint32_t i = 0; i < pixel_sampler_count; ++i) { texture_cache_->WriteSampler(pixel_samplers[i], sampler_cpu_handle); sampler_cpu_handle.ptr += descriptor_size_sampler; sampler_gpu_handle.ptr += descriptor_size_sampler; } current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.pixel_samplers); } if (vertex_sampler_count != 0) { assert_true(current_graphics_root_extras_.vertex_samplers != RootExtraParameterIndices::kUnavailable); gpu_handle_vertex_samplers_ = sampler_gpu_handle; for (uint32_t i = 0; i < vertex_sampler_count; ++i) { texture_cache_->WriteSampler(vertex_samplers[i], sampler_cpu_handle); sampler_cpu_handle.ptr += descriptor_size_sampler; sampler_gpu_handle.ptr += descriptor_size_sampler; } current_graphics_root_up_to_date_ &= ~(1u << current_graphics_root_extras_.vertex_samplers); } } // Update the root parameters. if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_FetchConstants))) { command_list->SetGraphicsRootDescriptorTable(kRootParameter_FetchConstants, gpu_handle_fetch_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_FetchConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_VertexFloatConstants))) { command_list->SetGraphicsRootDescriptorTable( kRootParameter_VertexFloatConstants, gpu_handle_vertex_float_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_VertexFloatConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_PixelFloatConstants))) { command_list->SetGraphicsRootDescriptorTable( kRootParameter_PixelFloatConstants, gpu_handle_pixel_float_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_PixelFloatConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_CommonConstants))) { command_list->SetGraphicsRootDescriptorTable(kRootParameter_CommonConstants, gpu_handle_common_constants_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_CommonConstants; } if (!(current_graphics_root_up_to_date_ & (1u << kRootParameter_SharedMemory))) { command_list->SetGraphicsRootDescriptorTable(kRootParameter_SharedMemory, gpu_handle_shared_memory_); current_graphics_root_up_to_date_ |= 1u << kRootParameter_SharedMemory; } uint32_t extra_index; extra_index = current_graphics_root_extras_.pixel_textures; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { command_list->SetGraphicsRootDescriptorTable(extra_index, gpu_handle_pixel_textures_); current_graphics_root_up_to_date_ |= 1u << extra_index; } extra_index = current_graphics_root_extras_.pixel_samplers; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { command_list->SetGraphicsRootDescriptorTable(extra_index, gpu_handle_pixel_samplers_); current_graphics_root_up_to_date_ |= 1u << extra_index; } extra_index = current_graphics_root_extras_.vertex_textures; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { command_list->SetGraphicsRootDescriptorTable(extra_index, gpu_handle_vertex_textures_); current_graphics_root_up_to_date_ |= 1u << extra_index; } extra_index = current_graphics_root_extras_.vertex_samplers; if (extra_index != RootExtraParameterIndices::kUnavailable && !(current_graphics_root_up_to_date_ & (1u << extra_index))) { command_list->SetGraphicsRootDescriptorTable(extra_index, gpu_handle_vertex_samplers_); current_graphics_root_up_to_date_ |= 1u << extra_index; } return true; } } // namespace d3d12 } // namespace gpu } // namespace xe