/** ****************************************************************************** * 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. * ****************************************************************************** */ #ifndef XENIA_GPU_VULKAN_RENDER_CACHE_H_ #define XENIA_GPU_VULKAN_RENDER_CACHE_H_ #include "xenia/gpu/register_file.h" #include "xenia/gpu/shader.h" #include "xenia/gpu/vulkan/vulkan_shader.h" #include "xenia/gpu/xenos.h" #include "xenia/ui/vulkan/vulkan.h" #include "xenia/ui/vulkan/vulkan_device.h" namespace xe { namespace gpu { namespace vulkan { // TODO(benvanik): make public API? class CachedTileView; class CachedFramebuffer; class CachedRenderPass; // Uniquely identifies EDRAM tiles. struct TileViewKey { // Offset into EDRAM in 5120b tiles. uint16_t tile_offset; // Tile width of the view in base 80x16 tiles. uint16_t tile_width; // Tile height of the view in base 80x16 tiles. uint16_t tile_height; // 1 if format is ColorRenderTargetFormat, else DepthRenderTargetFormat. uint16_t color_or_depth : 1; // Either ColorRenderTargetFormat or DepthRenderTargetFormat. uint16_t edram_format : 15; }; static_assert(sizeof(TileViewKey) == 8, "Key must be tightly packed"); // Parsed render configuration from the current render state. struct RenderConfiguration { // Render mode (color+depth, depth-only, etc). xenos::ModeControl mode_control; // Target surface pitch, in pixels. uint32_t surface_pitch_px; // ESTIMATED target surface height, in pixels. uint32_t surface_height_px; // Surface MSAA setting. MsaaSamples surface_msaa; // Color attachments for the 4 render targets. struct { uint32_t edram_base; ColorRenderTargetFormat format; } color[4]; // Depth/stencil attachment. struct { uint32_t edram_base; DepthRenderTargetFormat format; } depth_stencil; }; // Current render state based on the register-specified configuration. struct RenderState { // Parsed configuration. RenderConfiguration config; // Render pass (to be used with pipelines/etc). CachedRenderPass* render_pass = nullptr; VkRenderPass render_pass_handle = nullptr; // Target framebuffer bound to the render pass. CachedFramebuffer* framebuffer = nullptr; VkFramebuffer framebuffer_handle = nullptr; }; // Manages the virtualized EDRAM and the render target cache. // // On the 360 the render target is an opaque block of memory in EDRAM that's // only accessible via resolves. We use this to our advantage to simulate // something like it as best we can by having a shared backing memory with // a multitude of views for each tile location in EDRAM. // // This allows us to have the same base address write to the same memory // regardless of framebuffer format. Resolving then uses whatever format the // resolve requests straight from the backing memory. // // EDRAM is a beast and we only approximate it as best we can. Basically, // the 10MiB of EDRAM is composed of 2048 5120b tiles. Each tile is 80x16px. // +-----+-----+-----+--- // |tile0|tile1|tile2|... 2048 times // +-----+-----+-----+--- // Operations dealing with EDRAM deal in tile offsets, so base 0x100 is tile // offset 256, 256*5120=1310720b into the buffer. All rendering operations are // aligned to tiles so trying to draw at 256px wide will have a real width of // 320px by rounding up to the next tile. // // MSAA and other settings will modify the exact pixel sizes, like 4X makes // each tile effectively 40x8px, but they are still all 5120b. As we try to // emulate this we adjust our viewport when rendering to stretch pixels as // needed. // // The good news is that games cannot read EDRAM directly but must use a copy // operation to get the data out. That gives us a chance to do whatever we // need to (re-tile, etc) only when requested. // // To approximate the tiled EDRAM layout we use a single large chunk of memory. // From this memory we create many VkImages (and VkImageViews) of various // formats and dimensions as requested by the game. These are used as // attachments during rendering and as sources during copies. They are also // heavily aliased - lots of images will reference the same locations in the // underlying EDRAM buffer. The only requirement is that there are no hazards // with specific tiles (reading/writing the same tile through different images) // and otherwise it should be ok *fingers crossed*. // // One complication is the copy/resolve process itself: we need to give back // the data asked for in the format desired and where it goes is arbitrary // (any address in physical memory). If the game is good we get resolves of // EDRAM into fixed base addresses with scissored regions. If the game is bad // we are broken. // // Resolves from EDRAM result in tiled textures - that's texture tiles, not // EDRAM tiles. If we wanted to ensure byte-for-byte correctness we'd need to // then tile the images as we wrote them out. For now, we just attempt to // get the (X, Y) in linear space and do that. This really comes into play // when multiple resolves write to the same texture or memory aliased by // multiple textures - which is common due to predicated tiling. The examples // below demonstrate what this looks like, but the important thing is that // we are aware of partial textures and overlapping regions. // // TODO(benvanik): what, if any, barriers do we need? any transitions? // // Example with multiple render targets: // Two color targets of 256x256px tightly packed in EDRAM: // color target 0: base 0x0, pitch 320, scissor 0,0, 256x256 // starts at tile 0, buffer offset 0 // contains 64 tiles (320/80)*(256/16) // color target 1: base 0x40, pitch 320, scissor 256,0, 256x256 // starts at tile 64 (after color target 0), buffer offset 327680b // contains 64 tiles // In EDRAM each set of 64 tiles is contiguous: // +------+------+ +------+------+------+ // |ct0.0 |ct0.1 |...|ct0.63|ct1.0 |ct1.1 |... // +------+------+ +------+------+------+ // To render into these, we setup two VkImages: // image 0: bound to buffer offset 0, 320x256x4=327680b // image 1: bound to buffer offset 327680b, 320x256x4=327680b // So when we render to them: // +------+-+ scissored to 256x256, actually 320x256 // | . | | <- . appears at some untiled offset in the buffer, but // | | | consistent if aliased with the same format // +------+-+ // In theory, this gives us proper aliasing in most cases. // // Example with horizontal predicated tiling: // Trying to render 1024x576 @4X MSAA, splitting into two regions // horizontally: // +----------+ // | 1024x288 | // +----------+ // | 1024x288 | // +----------+ // EDRAM configured for 1056x288px with tile size 2112x567px (4X MSAA): // color target 0: base 0x0, pitch 1080, 26x36 tiles // First render (top): // window offset 0,0 // scissor 0,0, 1024x288 // First resolve (top): // RB_COPY_DEST_BASE 0x1F45D000 // RB_COPY_DEST_PITCH pitch=1024, height=576 // vertices: 0,0, 1024,0, 1024,288 // Second render (bottom): // window offset 0,-288 // scissor 0,288, 1024x288 // Second resolve (bottom): // RB_COPY_DEST_BASE 0x1F57D000 (+1179648b) // RB_COPY_DEST_PITCH pitch=1024, height=576 // (exactly 1024x288*4b after first resolve) // vertices: 0,288, 1024,288, 1024,576 // Resolving here is easy as the textures are contiguous in memory. We can // snoop in the first resolve with the dest height to know the total size, // and in the second resolve see that it overlaps and place it in the // existing target. // // Example with vertical predicated tiling: // Trying to render 1280x720 @2X MSAA, splitting into two regions // vertically: // +-----+-----+ // | 640 | 640 | // | x | x | // | 720 | 720 | // +-----+-----+ // EDRAM configured for 640x736px with tile size 640x1472px (2X MSAA): // color target 0: base 0x0, pitch 640, 8x92 tiles // First render (left): // window offset 0,0 // scissor 0,0, 640x720 // First resolve (left): // RB_COPY_DEST_BASE 0x1BC6D000 // RB_COPY_DEST_PITCH pitch=1280, height=720 // vertices: 0,0, 640,0, 640,720 // Second render (right): // window offset -640,0 // scissor 640,0, 640x720 // Second resolve (right): // RB_COPY_DEST_BASE 0x1BC81000 (+81920b) // RB_COPY_DEST_PITCH pitch=1280, height=720 // vertices: 640,0, 1280,0, 1280,720 // Resolving here is much more difficult as resolves are tiled and the right // half of the texture is 81920b away: // 81920/4bpp=20480px, /32 (texture tile size)=640px // We know the texture size with the first resolve and with the second we // must check for overlap then compute the offset (in both X and Y). class RenderCache { public: RenderCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device); ~RenderCache(); // Begins a render pass targeting the state-specified framebuffer formats. // The command buffer will be transitioned into the render pass phase. const RenderState* BeginRenderPass(VkCommandBuffer command_buffer, VulkanShader* vertex_shader, VulkanShader* pixel_shader); // Ends the current render pass. // The command buffer will be transitioned out of the render pass phase. void EndRenderPass(); // Clears all cached content. void ClearCache(); private: // Parses the current state into a configuration object. bool ParseConfiguration(RenderConfiguration* config); // Gets or creates a render pass and frame buffer for the given configuration. // This attempts to reuse as much as possible across render passes and // framebuffers. bool ConfigureRenderPass(RenderConfiguration* config, CachedRenderPass** out_render_pass, CachedFramebuffer** out_framebuffer); // Gets or creates a tile view with the given parameters. CachedTileView* GetTileView(const TileViewKey& view_key); RegisterFile* register_file_ = nullptr; VkDevice device_ = nullptr; // Entire 10MiB of EDRAM, aliased to hell by various VkImages. VkDeviceMemory edram_memory_ = nullptr; // Buffer overlayed 1:1 with edram_memory_ to allow raw access. VkBuffer edram_buffer_ = nullptr; // Cache of VkImage and VkImageView's for all of our EDRAM tilings. // TODO(benvanik): non-linear lookup? Should only be a small number of these. std::vector cached_tile_views_; // Cache of render passes based on formats. std::vector cached_render_passes_; // Shadows of the registers that impact the render pass we choose. // If the registers don't change between passes we can quickly reuse the // previous one. struct ShadowRegisters { uint32_t rb_modecontrol; uint32_t rb_surface_info; uint32_t rb_color_info; uint32_t rb_color1_info; uint32_t rb_color2_info; uint32_t rb_color3_info; uint32_t rb_depth_info; uint32_t pa_sc_window_scissor_tl; uint32_t pa_sc_window_scissor_br; ShadowRegisters() { Reset(); } void Reset() { std::memset(this, 0, sizeof(*this)); } } shadow_registers_; bool SetShadowRegister(uint32_t* dest, uint32_t register_name); // Configuration used for the current/previous Begin/End, representing the // current shadow register state. RenderState current_state_; // Only valid during a BeginRenderPass/EndRenderPass block. VkCommandBuffer current_command_buffer_ = nullptr; }; } // namespace vulkan } // namespace gpu } // namespace xe #endif // XENIA_GPU_VULKAN_RENDER_CACHE_H_