/** ****************************************************************************** * 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/texture_cache.h" #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/memory.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" namespace xe { namespace gpu { namespace vulkan { using xe::ui::vulkan::CheckResult; constexpr uint32_t kMaxTextureSamplers = 32; constexpr VkDeviceSize kStagingBufferSize = 32 * 1024 * 1024; struct TextureConfig { TextureFormat guest_format; VkFormat host_format; }; static const TextureConfig texture_configs[64] = { {TextureFormat::k_1_REVERSE, VK_FORMAT_UNDEFINED}, {TextureFormat::k_1, VK_FORMAT_UNDEFINED}, {TextureFormat::k_8, VK_FORMAT_R8_UNORM}, {TextureFormat::k_1_5_5_5, VK_FORMAT_R5G5B5A1_UNORM_PACK16}, {TextureFormat::k_5_6_5, VK_FORMAT_R5G6B5_UNORM_PACK16}, {TextureFormat::k_6_5_5, VK_FORMAT_UNDEFINED}, {TextureFormat::k_8_8_8_8, VK_FORMAT_R8G8B8A8_UNORM}, {TextureFormat::k_2_10_10_10, VK_FORMAT_A2R10G10B10_UNORM_PACK32}, {TextureFormat::k_8_A, VK_FORMAT_UNDEFINED}, {TextureFormat::k_8_B, VK_FORMAT_UNDEFINED}, {TextureFormat::k_8_8, VK_FORMAT_R8G8_UNORM}, {TextureFormat::k_Cr_Y1_Cb_Y0, VK_FORMAT_UNDEFINED}, {TextureFormat::k_Y1_Cr_Y0_Cb, VK_FORMAT_UNDEFINED}, {TextureFormat::kUnknown, VK_FORMAT_UNDEFINED}, {TextureFormat::k_8_8_8_8_A, VK_FORMAT_UNDEFINED}, {TextureFormat::k_4_4_4_4, VK_FORMAT_R4G4B4A4_UNORM_PACK16}, {TextureFormat::k_10_11_11, VK_FORMAT_B10G11R11_UFLOAT_PACK32}, // ? {TextureFormat::k_11_11_10, VK_FORMAT_B10G11R11_UFLOAT_PACK32}, // ? {TextureFormat::k_DXT1, VK_FORMAT_BC1_RGBA_SRGB_BLOCK}, {TextureFormat::k_DXT2_3, VK_FORMAT_BC2_SRGB_BLOCK}, {TextureFormat::k_DXT4_5, VK_FORMAT_BC3_SRGB_BLOCK}, {TextureFormat::kUnknown, VK_FORMAT_UNDEFINED}, {TextureFormat::k_24_8, VK_FORMAT_D24_UNORM_S8_UINT}, {TextureFormat::k_24_8_FLOAT, VK_FORMAT_D24_UNORM_S8_UINT}, // ? {TextureFormat::k_16, VK_FORMAT_R16_UNORM}, {TextureFormat::k_16_16, VK_FORMAT_R16G16_UNORM}, {TextureFormat::k_16_16_16_16, VK_FORMAT_R16G16B16A16_UNORM}, {TextureFormat::k_16_EXPAND, VK_FORMAT_R16_UNORM}, // ? {TextureFormat::k_16_16_EXPAND, VK_FORMAT_R16G16_UNORM}, // ? {TextureFormat::k_16_16_16_16_EXPAND, VK_FORMAT_R16G16B16A16_UNORM}, // ? {TextureFormat::k_16_FLOAT, VK_FORMAT_R16_SFLOAT}, {TextureFormat::k_16_16_FLOAT, VK_FORMAT_R16G16_SFLOAT}, {TextureFormat::k_16_16_16_16_FLOAT, VK_FORMAT_R16G16B16A16_SFLOAT}, {TextureFormat::k_32, VK_FORMAT_R32_SINT}, {TextureFormat::k_32_32, VK_FORMAT_R32G32_SINT}, {TextureFormat::k_32_32_32_32, VK_FORMAT_R32G32B32A32_SINT}, {TextureFormat::k_32_FLOAT, VK_FORMAT_R32_SFLOAT}, {TextureFormat::k_32_32_FLOAT, VK_FORMAT_R32G32_SFLOAT}, {TextureFormat::k_32_32_32_32_FLOAT, VK_FORMAT_R32G32B32A32_SFLOAT}, {TextureFormat::k_32_AS_8, VK_FORMAT_UNDEFINED}, {TextureFormat::k_32_AS_8_8, VK_FORMAT_UNDEFINED}, {TextureFormat::k_16_MPEG, VK_FORMAT_UNDEFINED}, {TextureFormat::k_16_16_MPEG, VK_FORMAT_UNDEFINED}, {TextureFormat::k_8_INTERLACED, VK_FORMAT_UNDEFINED}, {TextureFormat::k_32_AS_8_INTERLACED, VK_FORMAT_UNDEFINED}, {TextureFormat::k_32_AS_8_8_INTERLACED, VK_FORMAT_UNDEFINED}, {TextureFormat::k_16_INTERLACED, VK_FORMAT_UNDEFINED}, {TextureFormat::k_16_MPEG_INTERLACED, VK_FORMAT_UNDEFINED}, {TextureFormat::k_16_16_MPEG_INTERLACED, VK_FORMAT_UNDEFINED}, // http://fileadmin.cs.lth.se/cs/Personal/Michael_Doggett/talks/unc-xenos-doggett.pdf {TextureFormat::k_DXN, VK_FORMAT_BC5_UNORM_BLOCK}, // ? {TextureFormat::k_8_8_8_8_AS_16_16_16_16, VK_FORMAT_R8G8B8A8_UNORM}, {TextureFormat::k_DXT1_AS_16_16_16_16, VK_FORMAT_BC1_RGB_UNORM_BLOCK}, {TextureFormat::k_DXT2_3_AS_16_16_16_16, VK_FORMAT_BC2_UNORM_BLOCK}, {TextureFormat::k_DXT4_5_AS_16_16_16_16, VK_FORMAT_BC3_UNORM_BLOCK}, {TextureFormat::k_2_10_10_10_AS_16_16_16_16, VK_FORMAT_A2R10G10B10_UNORM_PACK32}, {TextureFormat::k_10_11_11_AS_16_16_16_16, VK_FORMAT_B10G11R11_UFLOAT_PACK32}, // ? {TextureFormat::k_11_11_10_AS_16_16_16_16, VK_FORMAT_B10G11R11_UFLOAT_PACK32}, // ? {TextureFormat::k_32_32_32_FLOAT, VK_FORMAT_R32G32B32_SFLOAT}, {TextureFormat::k_DXT3A, VK_FORMAT_UNDEFINED}, {TextureFormat::k_DXT5A, VK_FORMAT_UNDEFINED}, {TextureFormat::k_CTX1, VK_FORMAT_UNDEFINED}, {TextureFormat::k_DXT3A_AS_1_1_1_1, VK_FORMAT_UNDEFINED}, {TextureFormat::kUnknown, VK_FORMAT_UNDEFINED}, {TextureFormat::kUnknown, VK_FORMAT_UNDEFINED}, }; TextureCache::TextureCache(Memory* memory, RegisterFile* register_file, TraceWriter* trace_writer, ui::vulkan::VulkanDevice* device) : memory_(memory), register_file_(register_file), trace_writer_(trace_writer), device_(device), staging_buffer_(device, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, kStagingBufferSize) { // Descriptor pool used for all of our cached descriptors. VkDescriptorPoolCreateInfo descriptor_pool_info; descriptor_pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; descriptor_pool_info.pNext = nullptr; descriptor_pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; descriptor_pool_info.maxSets = 32768; VkDescriptorPoolSize pool_sizes[1]; pool_sizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; pool_sizes[0].descriptorCount = 32768; descriptor_pool_info.poolSizeCount = 1; descriptor_pool_info.pPoolSizes = pool_sizes; auto err = vkCreateDescriptorPool(*device_, &descriptor_pool_info, nullptr, &descriptor_pool_); CheckResult(err, "vkCreateDescriptorPool"); // Create the descriptor set layout used for rendering. // We always have the same number of samplers but only some are used. VkDescriptorSetLayoutBinding bindings[4]; for (int i = 0; i < 4; ++i) { auto& texture_binding = bindings[i]; texture_binding.binding = i; texture_binding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; texture_binding.descriptorCount = kMaxTextureSamplers; texture_binding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT; texture_binding.pImmutableSamplers = nullptr; } VkDescriptorSetLayoutCreateInfo descriptor_set_layout_info; descriptor_set_layout_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; descriptor_set_layout_info.pNext = nullptr; descriptor_set_layout_info.flags = 0; descriptor_set_layout_info.bindingCount = static_cast(xe::countof(bindings)); descriptor_set_layout_info.pBindings = bindings; err = vkCreateDescriptorSetLayout(*device_, &descriptor_set_layout_info, nullptr, &texture_descriptor_set_layout_); CheckResult(err, "vkCreateDescriptorSetLayout"); if (!staging_buffer_.Initialize()) { assert_always(); } invalidated_textures_sets_[0].reserve(64); invalidated_textures_sets_[1].reserve(64); invalidated_textures_ = &invalidated_textures_sets_[0]; device_queue_ = device_->AcquireQueue(); } TextureCache::~TextureCache() { if (device_queue_) { device_->ReleaseQueue(device_queue_); } for (auto it = samplers_.begin(); it != samplers_.end(); ++it) { vkDestroySampler(*device_, it->second->sampler, nullptr); delete it->second; } samplers_.clear(); vkDestroyDescriptorSetLayout(*device_, texture_descriptor_set_layout_, nullptr); vkDestroyDescriptorPool(*device_, descriptor_pool_, nullptr); } TextureCache::Texture* TextureCache::AllocateTexture( const TextureInfo& texture_info) { // Create an image first. VkImageCreateInfo image_info = {}; image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; switch (texture_info.dimension) { case Dimension::k1D: image_info.imageType = VK_IMAGE_TYPE_1D; break; case Dimension::k2D: image_info.imageType = VK_IMAGE_TYPE_2D; break; case Dimension::k3D: image_info.imageType = VK_IMAGE_TYPE_3D; break; case Dimension::kCube: image_info.imageType = VK_IMAGE_TYPE_2D; image_info.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT; break; default: assert_unhandled_case(texture_info.dimension); return nullptr; } assert_not_null(texture_info.format_info); auto& config = texture_configs[int(texture_info.format_info->format)]; VkFormat format = config.host_format != VK_FORMAT_UNDEFINED ? config.host_format : VK_FORMAT_R8G8B8A8_UNORM; image_info.tiling = VK_IMAGE_TILING_OPTIMAL; image_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; // Check the device limits for the format before we create it. VkFormatProperties props; vkGetPhysicalDeviceFormatProperties(*device_, format, &props); uint32_t required_flags = VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT | VK_FORMAT_FEATURE_BLIT_DST_BIT | VK_FORMAT_FEATURE_BLIT_SRC_BIT; if ((props.optimalTilingFeatures & required_flags) != required_flags) { // Texture needs conversion on upload to a native format. // assert_always(); } VkImageFormatProperties image_props; vkGetPhysicalDeviceImageFormatProperties( *device_, format, image_info.imageType, image_info.tiling, image_info.usage, image_info.flags, &image_props); // TODO(DrChat): Actually check the image properties. image_info.format = format; image_info.extent = {texture_info.width + 1, texture_info.height + 1, texture_info.depth + 1}; image_info.mipLevels = 1; image_info.arrayLayers = 1; image_info.samples = VK_SAMPLE_COUNT_1_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; auto err = vkCreateImage(*device_, &image_info, nullptr, &image); CheckResult(err, "vkCreateImage"); VkMemoryRequirements mem_requirements; vkGetImageMemoryRequirements(*device_, image, &mem_requirements); // TODO: Use a circular buffer or something else to allocate this memory. // The device has a limited amount (around 64) of memory allocations that we // can make. // Now that we have the size, back the image with GPU memory. auto memory = device_->AllocateMemory(mem_requirements, 0); if (!memory) { // Crap. assert_always(); vkDestroyImage(*device_, image, nullptr); return nullptr; } err = vkBindImageMemory(*device_, image, memory, 0); CheckResult(err, "vkBindImageMemory"); auto texture = new Texture(); texture->format = image_info.format; texture->image = image; texture->image_layout = image_info.initialLayout; texture->image_memory = memory; texture->memory_offset = 0; texture->memory_size = mem_requirements.size; texture->access_watch_handle = 0; texture->texture_info = texture_info; return texture; } bool TextureCache::FreeTexture(Texture* texture) { if (texture->in_flight_fence && vkGetFenceStatus(*device_, texture->in_flight_fence) != VK_SUCCESS) { // Texture still in flight. return false; } for (auto it = texture->views.begin(); it != texture->views.end();) { vkDestroyImageView(*device_, (*it)->view, nullptr); it = texture->views.erase(it); } if (texture->access_watch_handle) { memory_->CancelAccessWatch(texture->access_watch_handle); texture->access_watch_handle = 0; } vkDestroyImage(*device_, texture->image, nullptr); vkFreeMemory(*device_, texture->image_memory, nullptr); delete texture; return true; } TextureCache::Texture* TextureCache::DemandResolveTexture( const TextureInfo& texture_info, TextureFormat format, VkOffset2D* out_offset) { // Check to see if we've already used a texture at this location. auto texture = LookupAddress( texture_info.guest_address, texture_info.size_2d.block_width, texture_info.size_2d.block_height, format, out_offset); if (texture) { return texture; } // No texture at this location. Make a new one. texture = AllocateTexture(texture_info); texture->is_full_texture = false; // Setup a debug name for the texture. device_->DbgSetObjectName( reinterpret_cast(texture->image), VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, xe::format_string( "0x%.8X - 0x%.8X", texture_info.guest_address, texture_info.guest_address + texture_info.output_length)); // Setup an access watch. If this texture is touched, it is destroyed. texture->access_watch_handle = memory_->AddPhysicalAccessWatch( texture_info.guest_address, texture_info.input_length, cpu::MMIOHandler::kWatchWrite, [](void* context_ptr, void* data_ptr, uint32_t address) { auto self = reinterpret_cast(context_ptr); auto touched_texture = reinterpret_cast(data_ptr); // Clear watch handle first so we don't redundantly // remove. touched_texture->access_watch_handle = 0; touched_texture->pending_invalidation = true; // Add to pending list so Scavenge will clean it up. self->invalidated_resolve_textures_mutex_.lock(); self->invalidated_resolve_textures_.push_back(touched_texture); self->invalidated_resolve_textures_mutex_.unlock(); }, this, texture); resolve_textures_.push_back(texture); return texture; } TextureCache::Texture* TextureCache::Demand(const TextureInfo& texture_info, VkCommandBuffer command_buffer, VkFence completion_fence) { // Run a tight loop to scan for an exact match existing texture. auto texture_hash = texture_info.hash(); for (auto it = textures_.find(texture_hash); it != textures_.end(); ++it) { if (it->second->texture_info == texture_info) { if (it->second->pending_invalidation) { // This texture has been invalidated! Scavenge(); break; } return it->second; } } // Check resolve textures. for (auto it = resolve_textures_.begin(); it != resolve_textures_.end(); ++it) { auto texture = (*it); if (texture_info.guest_address == texture->texture_info.guest_address && texture_info.size_2d.logical_width == texture->texture_info.size_2d.logical_width && texture_info.size_2d.logical_height == texture->texture_info.size_2d.logical_height) { // Exact match. // TODO: Lazy match (at an offset) // Upgrade this texture to a full texture. texture->is_full_texture = true; texture->texture_info = texture_info; if (texture->access_watch_handle) { memory_->CancelAccessWatch(texture->access_watch_handle); } texture->access_watch_handle = memory_->AddPhysicalAccessWatch( texture_info.guest_address, texture_info.input_length, cpu::MMIOHandler::kWatchWrite, [](void* context_ptr, void* data_ptr, uint32_t address) { auto self = reinterpret_cast(context_ptr); auto touched_texture = reinterpret_cast(data_ptr); // Clear watch handle first so we don't redundantly // remove. touched_texture->access_watch_handle = 0; touched_texture->pending_invalidation = true; // Add to pending list so Scavenge will clean it up. self->invalidated_textures_mutex_.lock(); self->invalidated_textures_->push_back(touched_texture); self->invalidated_textures_mutex_.unlock(); }, this, texture); textures_[texture_hash] = *it; it = resolve_textures_.erase(it); return textures_[texture_hash]; } } if (!command_buffer) { // Texture not found and no command buffer was passed, preventing us from // uploading a new one. return nullptr; } // Create a new texture and cache it. auto texture = AllocateTexture(texture_info); if (!texture) { // Failed to allocate texture (out of memory?) assert_always(); return nullptr; } bool uploaded = false; switch (texture_info.dimension) { case Dimension::k1D: { uploaded = UploadTexture1D(command_buffer, completion_fence, texture, texture_info); } break; case Dimension::k2D: { uploaded = UploadTexture2D(command_buffer, completion_fence, texture, texture_info); } break; case Dimension::kCube: { uploaded = UploadTextureCube(command_buffer, completion_fence, texture, texture_info); } break; default: assert_unhandled_case(texture_info.dimension); break; } if (!uploaded) { FreeTexture(texture); return nullptr; } // Setup a debug name for the texture. device_->DbgSetObjectName( reinterpret_cast(texture->image), VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT, xe::format_string( "0x%.8X - 0x%.8X", texture_info.guest_address, texture_info.guest_address + texture_info.output_length)); // Copy in overlapping resolve textures. // FIXME: RDR appears to take textures from small chunks of a resolve texture? if (texture_info.dimension == Dimension::k2D) { for (auto it = resolve_textures_.begin(); it != resolve_textures_.end(); ++it) { auto texture = (*it); if (texture_info.guest_address >= texture->texture_info.guest_address && texture_info.guest_address < texture->texture_info.guest_address + texture->texture_info.input_length) { // Lazy matched a resolve texture. Copy it in and destroy it. // Future resolves will just copy directly into this texture. // assert_always(); } } } // Though we didn't find an exact match, that doesn't mean we're out of the // woods yet. This texture could either be a portion of another texture or // vice versa. Copy any overlapping textures into this texture. // TODO: Byte count -> pixel count (on x and y axes) /* for (auto it = textures_.begin(); it != textures_.end(); ++it) { // TODO(DrChat) } */ // Okay. Now that the texture is uploaded from system memory, put a writewatch // on it to tell us if it's been modified from the guest. texture->access_watch_handle = memory_->AddPhysicalAccessWatch( texture_info.guest_address, texture_info.input_length, cpu::MMIOHandler::kWatchWrite, [](void* context_ptr, void* data_ptr, uint32_t address) { auto self = reinterpret_cast(context_ptr); auto touched_texture = reinterpret_cast(data_ptr); // Clear watch handle first so we don't redundantly // remove. touched_texture->access_watch_handle = 0; touched_texture->pending_invalidation = true; // Add to pending list so Scavenge will clean it up. self->invalidated_textures_mutex_.lock(); self->invalidated_textures_->push_back(touched_texture); self->invalidated_textures_mutex_.unlock(); }, this, texture); textures_[texture_hash] = texture; return texture; } TextureCache::TextureView* TextureCache::DemandView(Texture* texture, uint16_t swizzle) { for (auto it = texture->views.begin(); it != texture->views.end(); ++it) { if ((*it)->swizzle == swizzle) { return (*it).get(); } } VkImageViewCreateInfo view_info; view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; view_info.pNext = nullptr; view_info.flags = 0; view_info.image = texture->image; view_info.format = texture->format; switch (texture->texture_info.dimension) { case Dimension::k1D: view_info.viewType = VK_IMAGE_VIEW_TYPE_1D; break; case Dimension::k2D: view_info.viewType = VK_IMAGE_VIEW_TYPE_2D; break; case Dimension::k3D: view_info.viewType = VK_IMAGE_VIEW_TYPE_3D; break; case Dimension::kCube: view_info.viewType = VK_IMAGE_VIEW_TYPE_CUBE; break; default: assert_always(); } VkComponentSwizzle swiz_component_map[] = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A, VK_COMPONENT_SWIZZLE_ZERO, VK_COMPONENT_SWIZZLE_ONE, VK_COMPONENT_SWIZZLE_IDENTITY, }; view_info.components = { swiz_component_map[(swizzle >> 0) & 0x7], swiz_component_map[(swizzle >> 3) & 0x7], swiz_component_map[(swizzle >> 6) & 0x7], swiz_component_map[(swizzle >> 9) & 0x7], }; view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; if (texture->format == VK_FORMAT_D24_UNORM_S8_UINT) { // This applies to any depth/stencil format, but we only use D24S8. view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; } if (texture->texture_info.dimension == Dimension::kCube) { view_info.subresourceRange.layerCount = 6; } VkImageView view; auto status = vkCreateImageView(*device_, &view_info, nullptr, &view); CheckResult(status, "vkCreateImageView"); if (status == VK_SUCCESS) { auto texture_view = new TextureView(); texture_view->texture = texture; texture_view->view = view; texture_view->swizzle = swizzle; texture->views.push_back(std::unique_ptr(texture_view)); return texture_view; } return nullptr; } TextureCache::Sampler* TextureCache::Demand(const SamplerInfo& sampler_info) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto sampler_hash = sampler_info.hash(); for (auto it = samplers_.find(sampler_hash); it != samplers_.end(); ++it) { if (it->second->sampler_info == sampler_info) { // Found a compatible sampler. return it->second; } } VkResult status = VK_SUCCESS; // Create a new sampler and cache it. // TODO: Actually set the properties VkSamplerCreateInfo sampler_create_info; sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; sampler_create_info.pNext = nullptr; sampler_create_info.flags = 0; sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST; // Texture level filtering. VkSamplerMipmapMode mip_filter; switch (sampler_info.mip_filter) { case TextureFilter::kBaseMap: // TODO(DrChat): ? mip_filter = VK_SAMPLER_MIPMAP_MODE_NEAREST; break; case TextureFilter::kPoint: mip_filter = VK_SAMPLER_MIPMAP_MODE_NEAREST; break; case TextureFilter::kLinear: mip_filter = VK_SAMPLER_MIPMAP_MODE_LINEAR; break; default: assert_unhandled_case(sampler_info.mip_filter); return nullptr; } VkFilter min_filter; switch (sampler_info.min_filter) { case TextureFilter::kPoint: min_filter = VK_FILTER_NEAREST; break; case TextureFilter::kLinear: min_filter = VK_FILTER_LINEAR; break; default: assert_unhandled_case(sampler_info.min_filter); return nullptr; } VkFilter mag_filter; switch (sampler_info.mag_filter) { case TextureFilter::kPoint: mag_filter = VK_FILTER_NEAREST; break; case TextureFilter::kLinear: mag_filter = VK_FILTER_LINEAR; break; default: assert_unhandled_case(mag_filter); return nullptr; } sampler_create_info.minFilter = min_filter; sampler_create_info.magFilter = mag_filter; sampler_create_info.mipmapMode = mip_filter; // FIXME: Both halfway / mirror clamp to border aren't mapped properly. VkSamplerAddressMode address_mode_map[] = { /* kRepeat */ VK_SAMPLER_ADDRESS_MODE_REPEAT, /* kMirroredRepeat */ VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT, /* kClampToEdge */ VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, /* kMirrorClampToEdge */ VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE, /* kClampToHalfway */ VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, /* kMirrorClampToHalfway */ VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE, /* kClampToBorder */ VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER, /* kMirrorClampToBorder */ VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE, }; sampler_create_info.addressModeU = address_mode_map[static_cast(sampler_info.clamp_u)]; sampler_create_info.addressModeV = address_mode_map[static_cast(sampler_info.clamp_v)]; sampler_create_info.addressModeW = address_mode_map[static_cast(sampler_info.clamp_w)]; sampler_create_info.mipLodBias = 0.0f; float aniso = 0.f; switch (sampler_info.aniso_filter) { case AnisoFilter::kDisabled: aniso = 1.0f; break; case AnisoFilter::kMax_1_1: aniso = 1.0f; break; case AnisoFilter::kMax_2_1: aniso = 2.0f; break; case AnisoFilter::kMax_4_1: aniso = 4.0f; break; case AnisoFilter::kMax_8_1: aniso = 8.0f; break; case AnisoFilter::kMax_16_1: aniso = 16.0f; break; default: assert_unhandled_case(aniso); return nullptr; } sampler_create_info.anisotropyEnable = sampler_info.aniso_filter != AnisoFilter::kDisabled ? VK_TRUE : VK_FALSE; sampler_create_info.maxAnisotropy = aniso; sampler_create_info.compareEnable = VK_FALSE; sampler_create_info.compareOp = VK_COMPARE_OP_NEVER; sampler_create_info.minLod = 0.0f; sampler_create_info.maxLod = 0.0f; sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK; sampler_create_info.unnormalizedCoordinates = VK_FALSE; VkSampler vk_sampler; status = vkCreateSampler(*device_, &sampler_create_info, nullptr, &vk_sampler); CheckResult(status, "vkCreateSampler"); if (status != VK_SUCCESS) { return nullptr; } auto sampler = new Sampler(); sampler->sampler = vk_sampler; sampler->sampler_info = sampler_info; samplers_[sampler_hash] = sampler; return sampler; } TextureCache::Texture* TextureCache::LookupAddress(uint32_t guest_address, uint32_t width, uint32_t height, TextureFormat format, VkOffset2D* out_offset) { for (auto it = textures_.begin(); it != textures_.end(); ++it) { const auto& texture_info = it->second->texture_info; if (guest_address >= texture_info.guest_address && guest_address < texture_info.guest_address + texture_info.input_length && texture_info.size_2d.input_width >= width && texture_info.size_2d.input_height >= height && out_offset) { auto offset_bytes = guest_address - texture_info.guest_address; if (texture_info.dimension == Dimension::k2D) { out_offset->x = 0; out_offset->y = offset_bytes / texture_info.size_2d.input_pitch; if (offset_bytes % texture_info.size_2d.input_pitch != 0) { // TODO: offset_x } } return it->second; } if (texture_info.guest_address == guest_address && texture_info.dimension == Dimension::k2D && texture_info.size_2d.input_width == width && texture_info.size_2d.input_height == height) { if (out_offset) { out_offset->x = 0; out_offset->y = 0; } return it->second; } } // Check resolve textures for (auto it = resolve_textures_.begin(); it != resolve_textures_.end(); ++it) { const auto& texture_info = (*it)->texture_info; if (texture_info.guest_address == guest_address && texture_info.dimension == Dimension::k2D && texture_info.size_2d.input_width == width && texture_info.size_2d.input_height == height) { if (out_offset) { out_offset->x = 0; out_offset->y = 0; } return (*it); } } return nullptr; } void TextureSwap(Endian endianness, void* dest, const void* src, size_t length) { switch (endianness) { case Endian::k8in16: xe::copy_and_swap_16_aligned(dest, src, length / 2); break; case Endian::k8in32: xe::copy_and_swap_32_aligned(dest, src, length / 4); break; case Endian::k16in32: // Swap high and low 16 bits within a 32 bit word xe::copy_and_swap_16_in_32_aligned(dest, src, length); break; default: case Endian::kUnspecified: std::memcpy(dest, src, length); break; } } void TextureCache::FlushPendingCommands(VkCommandBuffer command_buffer, VkFence completion_fence) { auto status = vkEndCommandBuffer(command_buffer); CheckResult(status, "vkEndCommandBuffer"); VkSubmitInfo submit_info; std::memset(&submit_info, 0, sizeof(submit_info)); submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; submit_info.commandBufferCount = 1; submit_info.pCommandBuffers = &command_buffer; if (device_queue_) { auto status = vkQueueSubmit(device_queue_, 1, &submit_info, completion_fence); CheckResult(status, "vkQueueSubmit"); } else { std::lock_guard(device_->primary_queue_mutex()); auto status = vkQueueSubmit(device_->primary_queue(), 1, &submit_info, completion_fence); CheckResult(status, "vkQueueSubmit"); } vkWaitForFences(*device_, 1, &completion_fence, VK_TRUE, -1); staging_buffer_.Scavenge(); vkResetFences(*device_, 1, &completion_fence); // Reset the command buffer and put it back into the recording state. vkResetCommandBuffer(command_buffer, 0); 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; vkBeginCommandBuffer(command_buffer, &begin_info); } void TextureCache::ConvertTexture1D(uint8_t* dest, const TextureInfo& src) { void* host_address = memory_->TranslatePhysical(src.guest_address); if (!src.is_tiled) { if (src.size_1d.input_pitch == src.size_1d.output_pitch) { TextureSwap(src.endianness, dest, host_address, src.output_length); } else { assert_always(); } } else { assert_always(); } } void TextureCache::ConvertTexture2D(uint8_t* dest, const TextureInfo& src) { void* host_address = memory_->TranslatePhysical(src.guest_address); if (!src.is_tiled) { if (src.size_2d.input_pitch == src.size_2d.output_pitch) { // Fast path copy entire image. TextureSwap(src.endianness, dest, host_address, src.output_length); } else { // Slow path copy row-by-row because strides differ. // UNPACK_ROW_LENGTH only works for uncompressed images, and likely does // this exact thing under the covers, so we just always do it here. const uint8_t* src_mem = reinterpret_cast(host_address); uint32_t pitch = std::min(src.size_2d.input_pitch, src.size_2d.output_pitch); for (uint32_t y = 0; y < std::min(src.size_2d.block_height, src.size_2d.logical_height); y++) { TextureSwap(src.endianness, dest, src_mem, pitch); src_mem += src.size_2d.input_pitch; dest += src.size_2d.output_pitch; } } } else { // Untile image. // We could do this in a shader to speed things up, as this is pretty slow. // TODO(benvanik): optimize this inner loop (or work by tiles). const uint8_t* src_mem = reinterpret_cast(host_address); uint32_t bytes_per_block = src.format_info->block_width * src.format_info->block_height * src.format_info->bits_per_pixel / 8; // Tiled textures can be packed; get the offset into the packed texture. uint32_t offset_x; uint32_t offset_y; TextureInfo::GetPackedTileOffset(src, &offset_x, &offset_y); auto bpp = (bytes_per_block >> 2) + ((bytes_per_block >> 1) >> (bytes_per_block >> 2)); for (uint32_t y = 0, output_base_offset = 0; y < std::min(src.size_2d.block_height, src.size_2d.logical_height); y++, output_base_offset += src.size_2d.output_pitch) { auto input_base_offset = TextureInfo::TiledOffset2DOuter( offset_y + y, (src.size_2d.input_width / src.format_info->block_width), bpp); for (uint32_t x = 0, output_offset = output_base_offset; x < src.size_2d.block_width; x++, output_offset += bytes_per_block) { auto input_offset = TextureInfo::TiledOffset2DInner(offset_x + x, offset_y + y, bpp, input_base_offset) >> bpp; TextureSwap(src.endianness, dest + output_offset, src_mem + input_offset * bytes_per_block, bytes_per_block); } } } } void TextureCache::ConvertTextureCube(uint8_t* dest, const TextureInfo& src) { void* host_address = memory_->TranslatePhysical(src.guest_address); if (!src.is_tiled) { if (src.size_cube.input_pitch == src.size_cube.output_pitch) { // Fast path copy entire image. TextureSwap(src.endianness, dest, host_address, src.output_length); } else { // Slow path copy row-by-row because strides differ. // UNPACK_ROW_LENGTH only works for uncompressed images, and likely does // this exact thing under the covers, so we just always do it here. const uint8_t* src_mem = reinterpret_cast(host_address); for (int face = 0; face < 6; ++face) { uint32_t pitch = std::min(src.size_cube.input_pitch, src.size_cube.output_pitch); for (uint32_t y = 0; y < src.size_cube.block_height; y++) { TextureSwap(src.endianness, dest, src_mem, pitch); src_mem += src.size_cube.input_pitch; dest += src.size_cube.output_pitch; } } } } else { // TODO(benvanik): optimize this inner loop (or work by tiles). const uint8_t* src_mem = reinterpret_cast(host_address); uint32_t bytes_per_block = src.format_info->block_width * src.format_info->block_height * src.format_info->bits_per_pixel / 8; // Tiled textures can be packed; get the offset into the packed texture. uint32_t offset_x; uint32_t offset_y; TextureInfo::GetPackedTileOffset(src, &offset_x, &offset_y); auto bpp = (bytes_per_block >> 2) + ((bytes_per_block >> 1) >> (bytes_per_block >> 2)); for (int face = 0; face < 6; ++face) { for (uint32_t y = 0, output_base_offset = 0; y < src.size_cube.block_height; y++, output_base_offset += src.size_cube.output_pitch) { auto input_base_offset = TextureInfo::TiledOffset2DOuter( offset_y + y, (src.size_cube.input_width / src.format_info->block_width), bpp); for (uint32_t x = 0, output_offset = output_base_offset; x < src.size_cube.block_width; x++, output_offset += bytes_per_block) { auto input_offset = TextureInfo::TiledOffset2DInner(offset_x + x, offset_y + y, bpp, input_base_offset) >> bpp; TextureSwap(src.endianness, dest + output_offset, src_mem + input_offset * bytes_per_block, bytes_per_block); } } src_mem += src.size_cube.input_face_length; dest += src.size_cube.output_face_length; } } } bool TextureCache::UploadTexture1D(VkCommandBuffer command_buffer, VkFence completion_fence, Texture* dest, const TextureInfo& src) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES assert_true(src.dimension == Dimension::k1D); size_t unpack_length = src.output_length; if (!staging_buffer_.CanAcquire(unpack_length)) { // Need to have unique memory for every upload for at least one frame. If we // run out of memory, we need to flush all queued upload commands to the // GPU. FlushPendingCommands(command_buffer, completion_fence); // Uploads have been flushed. Continue. if (!staging_buffer_.CanAcquire(unpack_length)) { // The staging buffer isn't big enough to hold this texture. XELOGE( "TextureCache staging buffer is too small! (uploading 0x%.8X bytes)", unpack_length); assert_always(); return false; } } // Grab some temporary memory for staging. auto alloc = staging_buffer_.Acquire(unpack_length, completion_fence); assert_not_null(alloc); // Upload texture into GPU memory. // TODO: If the GPU supports it, we can submit a compute batch to convert the // texture and copy it to its destination. Otherwise, fallback to conversion // on the CPU. ConvertTexture1D(reinterpret_cast(alloc->host_ptr), src); staging_buffer_.Flush(alloc); // Transition the texture into a transfer destination layout. VkImageMemoryBarrier barrier; barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.pNext = nullptr; barrier.srcAccessMask = 0; barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_HOST_WRITE_BIT; barrier.oldLayout = dest->image_layout; barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = dest->image; barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); // Now move the converted texture into the destination. VkBufferImageCopy copy_region; copy_region.bufferOffset = alloc->offset; copy_region.bufferRowLength = src.size_1d.output_width; copy_region.bufferImageHeight = 1; copy_region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}; copy_region.imageOffset = {0, 0, 0}; copy_region.imageExtent = {src.size_1d.output_width, 1, 1}; vkCmdCopyBufferToImage(command_buffer, staging_buffer_.gpu_buffer(), dest->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region); // Now transition the texture into a shader readonly source. barrier.srcAccessMask = barrier.dstAccessMask; barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; barrier.oldLayout = barrier.newLayout; barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); dest->image_layout = barrier.newLayout; return true; } bool TextureCache::UploadTexture2D(VkCommandBuffer command_buffer, VkFence completion_fence, Texture* dest, const TextureInfo& src) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES assert_true(src.dimension == Dimension::k2D); size_t unpack_length = src.output_length; if (!staging_buffer_.CanAcquire(unpack_length)) { // Need to have unique memory for every upload for at least one frame. If we // run out of memory, we need to flush all queued upload commands to the // GPU. FlushPendingCommands(command_buffer, completion_fence); // Uploads have been flushed. Continue. if (!staging_buffer_.CanAcquire(unpack_length)) { // The staging buffer isn't big enough to hold this texture. XELOGE( "TextureCache staging buffer is too small! (uploading 0x%.8X bytes)", unpack_length); assert_always(); return false; } } // Grab some temporary memory for staging. auto alloc = staging_buffer_.Acquire(unpack_length, completion_fence); assert_not_null(alloc); // Upload texture into GPU memory. // TODO: If the GPU supports it, we can submit a compute batch to convert the // texture and copy it to its destination. Otherwise, fallback to conversion // on the CPU. ConvertTexture2D(reinterpret_cast(alloc->host_ptr), src); staging_buffer_.Flush(alloc); // Transition the texture into a transfer destination layout. VkImageMemoryBarrier barrier; barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.pNext = nullptr; barrier.srcAccessMask = 0; barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_HOST_WRITE_BIT; barrier.oldLayout = dest->image_layout; barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = dest->image; barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); // Now move the converted texture into the destination. VkBufferImageCopy copy_region; copy_region.bufferOffset = alloc->offset; copy_region.bufferRowLength = src.size_2d.output_width; copy_region.bufferImageHeight = src.size_2d.output_height; copy_region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}; copy_region.imageOffset = {0, 0, 0}; copy_region.imageExtent = {src.size_2d.output_width, src.size_2d.output_height, 1}; vkCmdCopyBufferToImage(command_buffer, staging_buffer_.gpu_buffer(), dest->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region); // Now transition the texture into a shader readonly source. barrier.srcAccessMask = barrier.dstAccessMask; barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; barrier.oldLayout = barrier.newLayout; barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); dest->image_layout = barrier.newLayout; return true; } bool TextureCache::UploadTextureCube(VkCommandBuffer command_buffer, VkFence completion_fence, Texture* dest, const TextureInfo& src) { assert_true(src.dimension == Dimension::kCube); size_t unpack_length = src.output_length; if (!staging_buffer_.CanAcquire(unpack_length)) { // Need to have unique memory for every upload for at least one frame. If we // run out of memory, we need to flush all queued upload commands to the // GPU. FlushPendingCommands(command_buffer, completion_fence); // Uploads have been flushed. Continue. if (!staging_buffer_.CanAcquire(unpack_length)) { // The staging buffer isn't big enough to hold this texture. XELOGE( "TextureCache staging buffer is too small! (uploading 0x%.8X bytes)", unpack_length); assert_always(); return false; } } // Grab some temporary memory for staging. auto alloc = staging_buffer_.Acquire(unpack_length, completion_fence); assert_not_null(alloc); // Upload texture into GPU memory. // TODO: If the GPU supports it, we can submit a compute batch to convert the // texture and copy it to its destination. Otherwise, fallback to conversion // on the CPU. ConvertTextureCube(reinterpret_cast(alloc->host_ptr), src); staging_buffer_.Flush(alloc); // Transition the texture into a transfer destination layout. VkImageMemoryBarrier barrier; barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; barrier.pNext = nullptr; barrier.srcAccessMask = 0; barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_HOST_WRITE_BIT; barrier.oldLayout = dest->image_layout; barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; barrier.image = dest->image; barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); // Now move the converted texture into the destination. VkBufferImageCopy copy_region; copy_region.bufferOffset = alloc->offset; copy_region.bufferRowLength = src.size_cube.output_width; copy_region.bufferImageHeight = src.size_cube.output_height; copy_region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}; copy_region.imageOffset = {0, 0, 0}; copy_region.imageExtent = {src.size_cube.output_width, src.size_cube.output_height, 6}; vkCmdCopyBufferToImage(command_buffer, staging_buffer_.gpu_buffer(), dest->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region); // Now transition the texture into a shader readonly source. barrier.srcAccessMask = barrier.dstAccessMask; barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; barrier.oldLayout = barrier.newLayout; barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); dest->image_layout = barrier.newLayout; return true; } VkDescriptorSet TextureCache::PrepareTextureSet( VkCommandBuffer command_buffer, VkFence completion_fence, const std::vector& vertex_bindings, const std::vector& pixel_bindings) { // Clear state. auto update_set_info = &update_set_info_; update_set_info->has_setup_fetch_mask = 0; update_set_info->image_write_count = 0; std::memset(update_set_info, 0, sizeof(update_set_info_)); // Process vertex and pixel shader bindings. // This does things lazily and de-dupes fetch constants reused in both // shaders. bool any_failed = false; any_failed = !SetupTextureBindings(command_buffer, completion_fence, update_set_info, vertex_bindings) || any_failed; any_failed = !SetupTextureBindings(command_buffer, completion_fence, update_set_info, pixel_bindings) || any_failed; if (any_failed) { XELOGW("Failed to setup one or more texture bindings"); // TODO(benvanik): actually bail out here? } // TODO(benvanik): reuse. VkDescriptorSet descriptor_set = nullptr; VkDescriptorSetAllocateInfo set_alloc_info; set_alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; set_alloc_info.pNext = nullptr; set_alloc_info.descriptorPool = descriptor_pool_; set_alloc_info.descriptorSetCount = 1; set_alloc_info.pSetLayouts = &texture_descriptor_set_layout_; auto err = vkAllocateDescriptorSets(*device_, &set_alloc_info, &descriptor_set); CheckResult(err, "vkAllocateDescriptorSets"); if (err != VK_SUCCESS) { return nullptr; } for (uint32_t i = 0; i < update_set_info->image_write_count; i++) { update_set_info->image_writes[i].dstSet = descriptor_set; } // Update the descriptor set. if (update_set_info->image_write_count > 0) { vkUpdateDescriptorSets(*device_, update_set_info->image_write_count, update_set_info->image_writes, 0, nullptr); } in_flight_sets_.push_back({descriptor_set, completion_fence}); return descriptor_set; } bool TextureCache::SetupTextureBindings( VkCommandBuffer command_buffer, VkFence completion_fence, UpdateSetInfo* update_set_info, const std::vector& bindings) { bool any_failed = false; for (auto& binding : bindings) { uint32_t fetch_bit = 1 << binding.fetch_constant; if ((update_set_info->has_setup_fetch_mask & fetch_bit) == 0) { // Needs setup. any_failed = !SetupTextureBinding(command_buffer, completion_fence, update_set_info, binding) || any_failed; update_set_info->has_setup_fetch_mask |= fetch_bit; } } return !any_failed; } bool TextureCache::SetupTextureBinding(VkCommandBuffer command_buffer, VkFence completion_fence, UpdateSetInfo* update_set_info, const Shader::TextureBinding& binding) { #if FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // FINE_GRAINED_DRAW_SCOPES auto& regs = *register_file_; int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + binding.fetch_constant * 6; auto group = reinterpret_cast(®s.values[r]); auto& fetch = group->texture_fetch; // Disabled? // TODO(benvanik): reset sampler. if (!fetch.type) { return true; } assert_true(fetch.type == 0x2); TextureInfo texture_info; if (!TextureInfo::Prepare(fetch, &texture_info)) { XELOGE("Unable to parse texture fetcher info"); return false; // invalid texture used } SamplerInfo sampler_info; if (!SamplerInfo::Prepare(fetch, binding.fetch_instr, &sampler_info)) { XELOGE("Unable to parse sampler info"); return false; // invalid texture used } auto texture = Demand(texture_info, command_buffer, completion_fence); auto sampler = Demand(sampler_info); // assert_true(texture != nullptr && sampler != nullptr); if (texture == nullptr || sampler == nullptr) { return false; } uint16_t swizzle = static_cast(fetch.swizzle); auto view = DemandView(texture, swizzle); trace_writer_->WriteMemoryRead(texture_info.guest_address, texture_info.input_length); auto image_info = &update_set_info->image_infos[update_set_info->image_write_count]; auto image_write = &update_set_info->image_writes[update_set_info->image_write_count]; update_set_info->image_write_count++; image_write->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; switch (texture_info.dimension) { case Dimension::k1D: image_write->dstBinding = 0; break; case Dimension::k2D: image_write->dstBinding = 1; break; case Dimension::k3D: image_write->dstBinding = 2; break; case Dimension::kCube: image_write->dstBinding = 3; break; } image_write->dstArrayElement = binding.fetch_constant; image_write->descriptorCount = 1; image_write->descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; image_write->pImageInfo = image_info; image_info->imageView = view->view; image_info->imageLayout = texture->image_layout; image_info->sampler = sampler->sampler; texture->in_flight_fence = completion_fence; return true; } void TextureCache::ClearCache() { // TODO(DrChat): Nuke everything. } void TextureCache::Scavenge() { // Free unused descriptor sets for (auto it = in_flight_sets_.begin(); it != in_flight_sets_.end();) { if (vkGetFenceStatus(*device_, it->second) == VK_SUCCESS) { // We can free this one. vkFreeDescriptorSets(*device_, descriptor_pool_, 1, &it->first); it = in_flight_sets_.erase(it); continue; } // We've encountered an item that hasn't been used yet, so any items // afterwards are guaranteed to be unused. break; } staging_buffer_.Scavenge(); // Kill all pending delete textures. if (!pending_delete_textures_.empty()) { for (auto it = pending_delete_textures_.begin(); it != pending_delete_textures_.end();) { if (!FreeTexture(*it)) { break; } it = pending_delete_textures_.erase(it); } } // Clean up any invalidated textures. invalidated_textures_mutex_.lock(); std::vector& invalidated_textures = *invalidated_textures_; if (invalidated_textures_ == &invalidated_textures_sets_[0]) { invalidated_textures_ = &invalidated_textures_sets_[1]; } else { invalidated_textures_ = &invalidated_textures_sets_[0]; } invalidated_textures_mutex_.unlock(); if (!invalidated_textures.empty()) { for (auto it = invalidated_textures.begin(); it != invalidated_textures.end(); ++it) { pending_delete_textures_.push_back(*it); textures_.erase((*it)->texture_info.hash()); } invalidated_textures.clear(); } // Invalidated resolve textures. invalidated_resolve_textures_mutex_.lock(); if (!invalidated_resolve_textures_.empty()) { for (auto it = invalidated_resolve_textures_.begin(); it != invalidated_resolve_textures_.end(); ++it) { pending_delete_textures_.push_back(*it); auto tex = std::find(resolve_textures_.begin(), resolve_textures_.end(), *it); if (tex != resolve_textures_.end()) { resolve_textures_.erase(tex); } } invalidated_resolve_textures_.clear(); } invalidated_resolve_textures_mutex_.unlock(); } } // namespace vulkan } // namespace gpu } // namespace xe