/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2020 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/gpu/d3d12/pipeline_cache.h" #include #include #include #include #include #include #include #include #include #include #include "third_party/fmt/include/fmt/format.h" #include "xenia/base/assert.h" #include "xenia/base/byte_order.h" #include "xenia/base/clock.h" #include "xenia/base/cvar.h" #include "xenia/base/filesystem.h" #include "xenia/base/logging.h" #include "xenia/base/math.h" #include "xenia/base/profiling.h" #include "xenia/base/string.h" #include "xenia/base/string_buffer.h" #include "xenia/base/xxhash.h" #include "xenia/gpu/d3d12/d3d12_command_processor.h" #include "xenia/gpu/d3d12/d3d12_render_target_cache.h" #include "xenia/gpu/draw_util.h" #include "xenia/gpu/gpu_flags.h" #include "xenia/gpu/xenos.h" #include "xenia/ui/d3d12/d3d12_util.h" DEFINE_bool(d3d12_dxbc_disasm, false, "Disassemble DXBC shaders after generation.", "D3D12"); DEFINE_bool( d3d12_dxbc_disasm_dxilconv, false, "Disassemble DXBC shaders after conversion to DXIL, if DXIL shaders are " "supported by the OS, and DirectX Shader Compiler DLLs available at " "https://github.com/microsoft/DirectXShaderCompiler/releases are present.", "D3D12"); DEFINE_int32( d3d12_pipeline_creation_threads, -1, "Number of threads used for graphics pipeline creation. -1 to calculate " "automatically (75% of logical CPU cores), a positive number to specify " "the number of threads explicitly (up to the number of logical CPU cores), " "0 to disable multithreaded pipeline creation.", "D3D12"); DEFINE_bool(d3d12_tessellation_wireframe, false, "Display tessellated surfaces as wireframe for debugging.", "D3D12"); namespace xe { namespace gpu { namespace d3d12 { // Generated with `xb buildshaders`. namespace shaders { #include "xenia/gpu/shaders/bytecode/d3d12_5_1/adaptive_quad_hs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/adaptive_triangle_hs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/continuous_quad_hs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/continuous_triangle_hs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/discrete_quad_hs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/discrete_triangle_hs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/float24_round_ps.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/float24_truncate_ps.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/primitive_point_list_gs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/primitive_quad_list_gs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/primitive_rectangle_list_gs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/tessellation_adaptive_vs.h" #include "xenia/gpu/shaders/bytecode/d3d12_5_1/tessellation_indexed_vs.h" } // namespace shaders PipelineCache::PipelineCache(D3D12CommandProcessor& command_processor, const RegisterFile& register_file, const D3D12RenderTargetCache& render_target_cache, bool bindless_resources_used) : command_processor_(command_processor), register_file_(register_file), render_target_cache_(render_target_cache), bindless_resources_used_(bindless_resources_used) { const ui::d3d12::D3D12Provider& provider = command_processor_.GetD3D12Provider(); bool edram_rov_used = render_target_cache.GetPath() == RenderTargetCache::Path::kPixelShaderInterlock; shader_translator_ = std::make_unique( provider.GetAdapterVendorID(), bindless_resources_used_, edram_rov_used, render_target_cache_.gamma_render_target_as_srgb(), render_target_cache_.msaa_2x_supported(), render_target_cache_.GetResolutionScaleX(), render_target_cache_.GetResolutionScaleY(), provider.GetGraphicsAnalysis() != nullptr); if (edram_rov_used) { depth_only_pixel_shader_ = std::move(shader_translator_->CreateDepthOnlyPixelShader()); } } PipelineCache::~PipelineCache() { Shutdown(); } bool PipelineCache::Initialize() { const ui::d3d12::D3D12Provider& provider = command_processor_.GetD3D12Provider(); // Initialize the command processor thread DXIL objects. dxbc_converter_ = nullptr; dxc_utils_ = nullptr; dxc_compiler_ = nullptr; if (cvars::d3d12_dxbc_disasm_dxilconv) { if (FAILED(provider.DxbcConverterCreateInstance( CLSID_DxbcConverter, IID_PPV_ARGS(&dxbc_converter_)))) { XELOGE( "Failed to create DxbcConverter, converted DXIL disassembly for " "debugging will be unavailable"); } if (FAILED(provider.DxcCreateInstance(CLSID_DxcUtils, IID_PPV_ARGS(&dxc_utils_)))) { XELOGE( "Failed to create DxcUtils, converted DXIL disassembly for debugging " "will be unavailable"); } if (FAILED(provider.DxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS(&dxc_compiler_)))) { XELOGE( "Failed to create DxcCompiler, converted DXIL disassembly for " "debugging will be unavailable"); } } uint32_t logical_processor_count = xe::threading::logical_processor_count(); if (!logical_processor_count) { // Pick some reasonable amount if couldn't determine the number of cores. logical_processor_count = 6; } // Initialize creation thread synchronization data even if not using creation // threads because they may be used anyway to create pipelines from the // storage. creation_threads_busy_ = 0; creation_completion_event_ = xe::threading::Event::CreateManualResetEvent(true); creation_completion_set_event_ = false; creation_threads_shutdown_from_ = SIZE_MAX; if (cvars::d3d12_pipeline_creation_threads != 0) { size_t creation_thread_count; if (cvars::d3d12_pipeline_creation_threads < 0) { creation_thread_count = std::max(logical_processor_count * 3 / 4, uint32_t(1)); } else { creation_thread_count = std::min(uint32_t(cvars::d3d12_pipeline_creation_threads), logical_processor_count); } for (size_t i = 0; i < creation_thread_count; ++i) { std::unique_ptr creation_thread = xe::threading::Thread::Create({}, [this, i]() { CreationThread(i); }); creation_thread->set_name("D3D12 Pipelines"); creation_threads_.push_back(std::move(creation_thread)); } } return true; } void PipelineCache::Shutdown() { ClearCache(true); // Shut down all threads. if (!creation_threads_.empty()) { { std::lock_guard lock(creation_request_lock_); creation_threads_shutdown_from_ = 0; } creation_request_cond_.notify_all(); for (size_t i = 0; i < creation_threads_.size(); ++i) { xe::threading::Wait(creation_threads_[i].get(), false); } creation_threads_.clear(); } creation_completion_event_.reset(); ui::d3d12::util::ReleaseAndNull(dxc_compiler_); ui::d3d12::util::ReleaseAndNull(dxc_utils_); ui::d3d12::util::ReleaseAndNull(dxbc_converter_); } void PipelineCache::ClearCache(bool shutting_down) { bool reinitialize_shader_storage = !shutting_down && storage_write_thread_ != nullptr; std::filesystem::path shader_storage_cache_root; uint32_t shader_storage_title_id = shader_storage_title_id_; if (reinitialize_shader_storage) { shader_storage_cache_root = shader_storage_cache_root_; } ShutdownShaderStorage(); // Remove references to the current pipeline. current_pipeline_ = nullptr; if (!creation_threads_.empty()) { // Empty the pipeline creation queue and make sure there are no threads // currently creating pipelines because pipelines are going to be deleted. bool await_creation_completion_event = false; { std::lock_guard lock(creation_request_lock_); creation_queue_.clear(); await_creation_completion_event = creation_threads_busy_ != 0; if (await_creation_completion_event) { creation_completion_event_->Reset(); creation_completion_set_event_ = true; } } if (await_creation_completion_event) { creation_request_cond_.notify_one(); xe::threading::Wait(creation_completion_event_.get(), false); } } // Destroy all pipelines. for (auto it : pipelines_) { it.second->state->Release(); delete it.second; } pipelines_.clear(); COUNT_profile_set("gpu/pipeline_cache/pipelines", 0); // Destroy all shaders. command_processor_.NotifyShaderBindingsLayoutUIDsInvalidated(); if (bindless_resources_used_) { bindless_sampler_layout_map_.clear(); bindless_sampler_layouts_.clear(); } texture_binding_layout_map_.clear(); texture_binding_layouts_.clear(); for (auto it : shaders_) { delete it.second; } shaders_.clear(); shader_storage_index_ = 0; if (reinitialize_shader_storage) { InitializeShaderStorage(shader_storage_cache_root, shader_storage_title_id, false); } } void PipelineCache::InitializeShaderStorage( const std::filesystem::path& cache_root, uint32_t title_id, bool blocking) { ShutdownShaderStorage(); auto shader_storage_root = cache_root / "shaders"; // For files that can be moved between different hosts. // Host PSO blobs - if ever added - should be stored in shaders/local/ (they // currently aren't used because because they may be not very practical - // would need to invalidate them every commit likely, and additional I/O // cost - though D3D's internal validation would possibly be enough to ensure // they are up to date). auto shader_storage_shareable_root = shader_storage_root / "shareable"; if (!std::filesystem::exists(shader_storage_shareable_root)) { if (!std::filesystem::create_directories(shader_storage_shareable_root)) { XELOGE( "Failed to create the shareable shader storage directory, persistent " "shader storage will be disabled: {}", xe::path_to_utf8(shader_storage_shareable_root)); return; } } bool edram_rov_used = render_target_cache_.GetPath() == RenderTargetCache::Path::kPixelShaderInterlock; // Initialize the pipeline storage stream - read pipeline descriptions and // collect used shader modifications to translate. std::vector pipeline_stored_descriptions; // . std::set> shader_translations_needed; auto pipeline_storage_file_path = shader_storage_shareable_root / fmt::format("{:08X}.{}.d3d12.xpso", title_id, edram_rov_used ? "rov" : "rtv"); pipeline_storage_file_ = xe::filesystem::OpenFile(pipeline_storage_file_path, "a+b"); if (!pipeline_storage_file_) { XELOGE( "Failed to open the Direct3D 12 pipeline description storage file for " "writing, persistent shader storage will be disabled: {}", xe::path_to_utf8(pipeline_storage_file_path)); return; } pipeline_storage_file_flush_needed_ = false; // 'XEPS'. const uint32_t pipeline_storage_magic = 0x53504558; // 'DXRO' or 'DXRT'. const uint32_t pipeline_storage_magic_api = edram_rov_used ? 0x4F525844 : 0x54525844; const uint32_t pipeline_storage_version_swapped = xe::byte_swap(std::max(PipelineDescription::kVersion, DxbcShaderTranslator::Modification::kVersion)); struct { uint32_t magic; uint32_t magic_api; uint32_t version_swapped; } pipeline_storage_file_header; if (fread(&pipeline_storage_file_header, sizeof(pipeline_storage_file_header), 1, pipeline_storage_file_) && pipeline_storage_file_header.magic == pipeline_storage_magic && pipeline_storage_file_header.magic_api == pipeline_storage_magic_api && pipeline_storage_file_header.version_swapped == pipeline_storage_version_swapped) { xe::filesystem::Seek(pipeline_storage_file_, 0, SEEK_END); int64_t pipeline_storage_told_end = xe::filesystem::Tell(pipeline_storage_file_); size_t pipeline_storage_told_count = size_t(pipeline_storage_told_end >= int64_t(sizeof(pipeline_storage_file_header)) ? (uint64_t(pipeline_storage_told_end) - sizeof(pipeline_storage_file_header)) / sizeof(PipelineStoredDescription) : 0); if (pipeline_storage_told_count && xe::filesystem::Seek(pipeline_storage_file_, int64_t(sizeof(pipeline_storage_file_header)), SEEK_SET)) { pipeline_stored_descriptions.resize(pipeline_storage_told_count); pipeline_stored_descriptions.resize( fread(pipeline_stored_descriptions.data(), sizeof(PipelineStoredDescription), pipeline_storage_told_count, pipeline_storage_file_)); size_t pipeline_storage_read_count = pipeline_stored_descriptions.size(); for (size_t i = 0; i < pipeline_storage_read_count; ++i) { const PipelineStoredDescription& pipeline_stored_description = pipeline_stored_descriptions[i]; // Validate file integrity, stop and truncate the stream if data is // corrupted. if (XXH3_64bits(&pipeline_stored_description.description, sizeof(pipeline_stored_description.description)) != pipeline_stored_description.description_hash) { pipeline_stored_descriptions.resize(i); break; } // TODO(Triang3l): On Vulkan, skip pipelines requiring unsupported // device features (to keep the cache files mostly shareable across // devices). // Mark the shader modifications as needed for translation. shader_translations_needed.emplace( pipeline_stored_description.description.vertex_shader_hash, pipeline_stored_description.description.vertex_shader_modification); if (pipeline_stored_description.description.pixel_shader_hash) { shader_translations_needed.emplace( pipeline_stored_description.description.pixel_shader_hash, pipeline_stored_description.description .pixel_shader_modification); } } } } size_t logical_processor_count = xe::threading::logical_processor_count(); if (!logical_processor_count) { // Pick some reasonable amount if couldn't determine the number of cores. logical_processor_count = 6; } // Initialize the Xenos shader storage stream. uint64_t shader_storage_initialization_start = xe::Clock::QueryHostTickCount(); auto shader_storage_file_path = shader_storage_shareable_root / fmt::format("{:08X}.xsh", title_id); shader_storage_file_ = xe::filesystem::OpenFile(shader_storage_file_path, "a+b"); if (!shader_storage_file_) { XELOGE( "Failed to open the guest shader storage file for writing, persistent " "shader storage will be disabled: {}", xe::path_to_utf8(shader_storage_file_path)); fclose(pipeline_storage_file_); pipeline_storage_file_ = nullptr; return; } ++shader_storage_index_; shader_storage_file_flush_needed_ = false; struct { uint32_t magic; uint32_t version_swapped; } shader_storage_file_header; // 'XESH'. const uint32_t shader_storage_magic = 0x48534558; if (fread(&shader_storage_file_header, sizeof(shader_storage_file_header), 1, shader_storage_file_) && shader_storage_file_header.magic == shader_storage_magic && xe::byte_swap(shader_storage_file_header.version_swapped) == ShaderStoredHeader::kVersion) { uint64_t shader_storage_valid_bytes = sizeof(shader_storage_file_header); // Load and translate shaders written by previous Xenia executions until the // end of the file or until a corrupted one is detected. ShaderStoredHeader shader_header; std::vector ucode_dwords; ucode_dwords.reserve(0xFFFF); size_t shaders_translated = 0; // Threads overlapping file reading. std::mutex shaders_translation_thread_mutex; std::condition_variable shaders_translation_thread_cond; std::deque shaders_to_translate; size_t shader_translation_threads_busy = 0; bool shader_translation_threads_shutdown = false; std::mutex shaders_failed_to_translate_mutex; std::vector shaders_failed_to_translate; auto shader_translation_thread_function = [&]() { const ui::d3d12::D3D12Provider& provider = command_processor_.GetD3D12Provider(); StringBuffer ucode_disasm_buffer; DxbcShaderTranslator translator( provider.GetAdapterVendorID(), bindless_resources_used_, edram_rov_used, render_target_cache_.gamma_render_target_as_srgb(), render_target_cache_.msaa_2x_supported(), render_target_cache_.GetResolutionScaleX(), render_target_cache_.GetResolutionScaleY(), provider.GetGraphicsAnalysis() != nullptr); // If needed and possible, create objects needed for DXIL conversion and // disassembly on this thread. IDxbcConverter* dxbc_converter = nullptr; IDxcUtils* dxc_utils = nullptr; IDxcCompiler* dxc_compiler = nullptr; if (cvars::d3d12_dxbc_disasm_dxilconv && dxbc_converter_ && dxc_utils_ && dxc_compiler_) { provider.DxbcConverterCreateInstance(CLSID_DxbcConverter, IID_PPV_ARGS(&dxbc_converter)); provider.DxcCreateInstance(CLSID_DxcUtils, IID_PPV_ARGS(&dxc_utils)); provider.DxcCreateInstance(CLSID_DxcCompiler, IID_PPV_ARGS(&dxc_compiler)); } for (;;) { D3D12Shader* shader_to_translate; for (;;) { std::unique_lock lock(shaders_translation_thread_mutex); if (shaders_to_translate.empty()) { if (shader_translation_threads_shutdown) { return; } shaders_translation_thread_cond.wait(lock); continue; } shader_to_translate = shaders_to_translate.front(); shaders_to_translate.pop_front(); ++shader_translation_threads_busy; break; } shader_to_translate->AnalyzeUcode(ucode_disasm_buffer); // Translate each needed modification on this thread after performing // modification-independent analysis of the whole shader. uint64_t ucode_data_hash = shader_to_translate->ucode_data_hash(); for (auto modification_it = shader_translations_needed.lower_bound( std::make_pair(ucode_data_hash, uint64_t(0))); modification_it != shader_translations_needed.end() && modification_it->first == ucode_data_hash; ++modification_it) { D3D12Shader::D3D12Translation* translation = static_cast( shader_to_translate->GetOrCreateTranslation( modification_it->second)); // Only try (and delete in case of failure) if it's a new translation. // If it's a shader previously encountered in the game, translation of // which has failed, and the shader storage is loaded later, keep it // this way not to try to translate it again. if (!translation->is_translated() && !TranslateAnalyzedShader(translator, *translation, dxbc_converter, dxc_utils, dxc_compiler)) { std::lock_guard lock(shaders_failed_to_translate_mutex); shaders_failed_to_translate.push_back(translation); } } { std::lock_guard lock(shaders_translation_thread_mutex); --shader_translation_threads_busy; } } if (dxc_compiler) { dxc_compiler->Release(); } if (dxc_utils) { dxc_utils->Release(); } if (dxbc_converter) { dxbc_converter->Release(); } }; std::vector> shader_translation_threads; while (true) { if (!fread(&shader_header, sizeof(shader_header), 1, shader_storage_file_)) { break; } size_t ucode_byte_count = shader_header.ucode_dword_count * sizeof(uint32_t); ucode_dwords.resize(shader_header.ucode_dword_count); if (shader_header.ucode_dword_count && !fread(ucode_dwords.data(), ucode_byte_count, 1, shader_storage_file_)) { break; } uint64_t ucode_data_hash = XXH3_64bits(ucode_dwords.data(), ucode_byte_count); if (shader_header.ucode_data_hash != ucode_data_hash) { // Validation failed. break; } shader_storage_valid_bytes += sizeof(shader_header) + ucode_byte_count; D3D12Shader* shader = LoadShader(shader_header.type, ucode_dwords.data(), shader_header.ucode_dword_count, ucode_data_hash); if (shader->ucode_storage_index() == shader_storage_index_) { // Appeared twice in this file for some reason - skip, otherwise race // condition will be caused by translating twice in parallel. continue; } // Loaded from the current storage - don't write again. shader->set_ucode_storage_index(shader_storage_index_); // Create new threads if the currently existing threads can't keep up // with file reading, but not more than the number of logical processors // minus one. size_t shader_translation_threads_needed; { std::lock_guard lock(shaders_translation_thread_mutex); shader_translation_threads_needed = std::min(shader_translation_threads_busy + shaders_to_translate.size() + size_t(1), logical_processor_count - size_t(1)); } while (shader_translation_threads.size() < shader_translation_threads_needed) { shader_translation_threads.push_back(xe::threading::Thread::Create( {}, shader_translation_thread_function)); shader_translation_threads.back()->set_name("Shader Translation"); } // Request ucode information gathering and translation of all the needed // shaders. { std::lock_guard lock(shaders_translation_thread_mutex); shaders_to_translate.push_back(shader); } shaders_translation_thread_cond.notify_one(); ++shaders_translated; } if (!shader_translation_threads.empty()) { { std::lock_guard lock(shaders_translation_thread_mutex); shader_translation_threads_shutdown = true; } shaders_translation_thread_cond.notify_all(); for (auto& shader_translation_thread : shader_translation_threads) { xe::threading::Wait(shader_translation_thread.get(), false); } shader_translation_threads.clear(); for (D3D12Shader::D3D12Translation* translation : shaders_failed_to_translate) { D3D12Shader* shader = static_cast(&translation->shader()); shader->DestroyTranslation(translation->modification()); if (shader->translations().empty()) { shaders_.erase(shader->ucode_data_hash()); delete shader; } } } XELOGGPU("Translated {} shaders from the storage in {} milliseconds", shaders_translated, (xe::Clock::QueryHostTickCount() - shader_storage_initialization_start) * 1000 / xe::Clock::QueryHostTickFrequency()); xe::filesystem::TruncateStdioFile(shader_storage_file_, shader_storage_valid_bytes); } else { xe::filesystem::TruncateStdioFile(shader_storage_file_, 0); shader_storage_file_header.magic = shader_storage_magic; shader_storage_file_header.version_swapped = xe::byte_swap(ShaderStoredHeader::kVersion); fwrite(&shader_storage_file_header, sizeof(shader_storage_file_header), 1, shader_storage_file_); } // Create the pipelines. if (!pipeline_stored_descriptions.empty()) { uint64_t pipeline_creation_start_ = xe::Clock::QueryHostTickCount(); // Launch additional creation threads to use all cores to create // pipelines faster. Will also be using the main thread, so minus 1. size_t creation_thread_original_count = creation_threads_.size(); size_t creation_thread_needed_count = std::max( std::min(pipeline_stored_descriptions.size(), logical_processor_count) - size_t(1), creation_thread_original_count); while (creation_threads_.size() < creation_thread_original_count) { size_t creation_thread_index = creation_threads_.size(); std::unique_ptr creation_thread = xe::threading::Thread::Create({}, [this, creation_thread_index]() { CreationThread(creation_thread_index); }); creation_thread->set_name("D3D12 Pipelines"); creation_threads_.push_back(std::move(creation_thread)); } size_t pipelines_created = 0; for (const PipelineStoredDescription& pipeline_stored_description : pipeline_stored_descriptions) { const PipelineDescription& pipeline_description = pipeline_stored_description.description; // TODO(Triang3l): On Vulkan, skip pipelines requiring unsupported device // features (to keep the cache files mostly shareable across devices). // Skip already known pipelines - those have already been enqueued. auto found_range = pipelines_.equal_range(pipeline_stored_description.description_hash); bool pipeline_found = false; for (auto it = found_range.first; it != found_range.second; ++it) { Pipeline* found_pipeline = it->second; if (!std::memcmp(&found_pipeline->description.description, &pipeline_description, sizeof(pipeline_description))) { pipeline_found = true; break; } } if (pipeline_found) { continue; } PipelineRuntimeDescription pipeline_runtime_description; auto vertex_shader_it = shaders_.find(pipeline_description.vertex_shader_hash); if (vertex_shader_it == shaders_.end()) { continue; } D3D12Shader* vertex_shader = vertex_shader_it->second; pipeline_runtime_description.vertex_shader = static_cast( vertex_shader->GetTranslation( pipeline_description.vertex_shader_modification)); if (!pipeline_runtime_description.vertex_shader || !pipeline_runtime_description.vertex_shader->is_translated() || !pipeline_runtime_description.vertex_shader->is_valid()) { continue; } D3D12Shader* pixel_shader; if (pipeline_description.pixel_shader_hash) { auto pixel_shader_it = shaders_.find(pipeline_description.pixel_shader_hash); if (pixel_shader_it == shaders_.end()) { continue; } pixel_shader = pixel_shader_it->second; pipeline_runtime_description.pixel_shader = static_cast( pixel_shader->GetTranslation( pipeline_description.pixel_shader_modification)); if (!pipeline_runtime_description.pixel_shader || !pipeline_runtime_description.pixel_shader->is_translated() || !pipeline_runtime_description.pixel_shader->is_valid()) { continue; } } else { pixel_shader = nullptr; pipeline_runtime_description.pixel_shader = nullptr; } pipeline_runtime_description.root_signature = command_processor_.GetRootSignature( vertex_shader, pixel_shader, DxbcShaderTranslator::Modification( pipeline_description.vertex_shader_modification) .vertex.host_vertex_shader_type != Shader::HostVertexShaderType::kVertex); if (!pipeline_runtime_description.root_signature) { continue; } std::memcpy(&pipeline_runtime_description.description, &pipeline_description, sizeof(pipeline_description)); Pipeline* new_pipeline = new Pipeline; new_pipeline->state = nullptr; std::memcpy(&new_pipeline->description, &pipeline_runtime_description, sizeof(pipeline_runtime_description)); pipelines_.emplace(pipeline_stored_description.description_hash, new_pipeline); COUNT_profile_set("gpu/pipeline_cache/pipelines", pipelines_.size()); if (!creation_threads_.empty()) { // Submit the pipeline for creation to any available thread. { std::lock_guard lock(creation_request_lock_); creation_queue_.push_back(new_pipeline); } creation_request_cond_.notify_one(); } else { new_pipeline->state = CreateD3D12Pipeline(pipeline_runtime_description); } ++pipelines_created; } CreateQueuedPipelinesOnProcessorThread(); if (creation_threads_.size() > creation_thread_original_count) { { std::lock_guard lock(creation_request_lock_); creation_threads_shutdown_from_ = creation_thread_original_count; // Assuming the queue is empty because of // CreateQueuedPipelinesOnProcessorThread. } creation_request_cond_.notify_all(); while (creation_threads_.size() > creation_thread_original_count) { xe::threading::Wait(creation_threads_.back().get(), false); creation_threads_.pop_back(); } bool await_creation_completion_event; { // Cleanup so additional threads can be created later again. std::lock_guard lock(creation_request_lock_); creation_threads_shutdown_from_ = SIZE_MAX; // If the invocation is blocking, all the shader storage initialization // is expected to be done before proceeding, to avoid latency in the // command processor after the invocation. await_creation_completion_event = blocking && creation_threads_busy_ != 0; if (await_creation_completion_event) { creation_completion_event_->Reset(); creation_completion_set_event_ = true; } } if (await_creation_completion_event) { creation_request_cond_.notify_one(); xe::threading::Wait(creation_completion_event_.get(), false); } } XELOGGPU( "Created {} graphics pipelines (not including reading the " "descriptions) from the storage in {} milliseconds", pipelines_created, (xe::Clock::QueryHostTickCount() - pipeline_creation_start_) * 1000 / xe::Clock::QueryHostTickFrequency()); // If any pipeline descriptions were corrupted (or the whole file has excess // bytes in the end), truncate to the last valid pipeline description. xe::filesystem::TruncateStdioFile( pipeline_storage_file_, uint64_t(sizeof(pipeline_storage_file_header) + sizeof(PipelineStoredDescription) * pipeline_stored_descriptions.size())); } else { xe::filesystem::TruncateStdioFile(pipeline_storage_file_, 0); pipeline_storage_file_header.magic = pipeline_storage_magic; pipeline_storage_file_header.magic_api = pipeline_storage_magic_api; pipeline_storage_file_header.version_swapped = pipeline_storage_version_swapped; fwrite(&pipeline_storage_file_header, sizeof(pipeline_storage_file_header), 1, pipeline_storage_file_); } shader_storage_cache_root_ = cache_root; shader_storage_title_id_ = title_id; // Start the storage writing thread. storage_write_flush_shaders_ = false; storage_write_flush_pipelines_ = false; storage_write_thread_shutdown_ = false; storage_write_thread_ = xe::threading::Thread::Create({}, [this]() { StorageWriteThread(); }); } void PipelineCache::ShutdownShaderStorage() { if (storage_write_thread_) { { std::lock_guard lock(storage_write_request_lock_); storage_write_thread_shutdown_ = true; } storage_write_request_cond_.notify_all(); xe::threading::Wait(storage_write_thread_.get(), false); storage_write_thread_.reset(); } storage_write_shader_queue_.clear(); storage_write_pipeline_queue_.clear(); if (pipeline_storage_file_) { fclose(pipeline_storage_file_); pipeline_storage_file_ = nullptr; pipeline_storage_file_flush_needed_ = false; } if (shader_storage_file_) { fclose(shader_storage_file_); shader_storage_file_ = nullptr; shader_storage_file_flush_needed_ = false; } shader_storage_cache_root_.clear(); shader_storage_title_id_ = 0; } void PipelineCache::EndSubmission() { if (shader_storage_file_flush_needed_ || pipeline_storage_file_flush_needed_) { { std::lock_guard lock(storage_write_request_lock_); if (shader_storage_file_flush_needed_) { storage_write_flush_shaders_ = true; } if (pipeline_storage_file_flush_needed_) { storage_write_flush_pipelines_ = true; } } storage_write_request_cond_.notify_one(); shader_storage_file_flush_needed_ = false; pipeline_storage_file_flush_needed_ = false; } if (!creation_threads_.empty()) { CreateQueuedPipelinesOnProcessorThread(); // Await creation of all queued pipelines. bool await_creation_completion_event; { std::lock_guard lock(creation_request_lock_); // Assuming the creation queue is already empty (because the processor // thread also worked on creating the leftover pipelines), so only check // if there are threads with pipelines currently being created. await_creation_completion_event = creation_threads_busy_ != 0; if (await_creation_completion_event) { creation_completion_event_->Reset(); creation_completion_set_event_ = true; } } if (await_creation_completion_event) { creation_request_cond_.notify_one(); xe::threading::Wait(creation_completion_event_.get(), false); } } } bool PipelineCache::IsCreatingPipelines() { if (creation_threads_.empty()) { return false; } std::lock_guard lock(creation_request_lock_); return !creation_queue_.empty() || creation_threads_busy_ != 0; } D3D12Shader* PipelineCache::LoadShader(xenos::ShaderType shader_type, const uint32_t* host_address, uint32_t dword_count) { // Hash the input memory and lookup the shader. return LoadShader(shader_type, host_address, dword_count, XXH3_64bits(host_address, dword_count * sizeof(uint32_t))); } D3D12Shader* PipelineCache::LoadShader(xenos::ShaderType shader_type, const uint32_t* host_address, uint32_t dword_count, uint64_t data_hash) { auto it = shaders_.find(data_hash); if (it != shaders_.end()) { // Shader has been previously loaded. return it->second; } // Always create the shader and stash it away. // We need to track it even if it fails translation so we know not to try // again. D3D12Shader* shader = new D3D12Shader(shader_type, data_hash, host_address, dword_count); shaders_.emplace(data_hash, shader); return shader; } DxbcShaderTranslator::Modification PipelineCache::GetCurrentVertexShaderModification( const Shader& shader, Shader::HostVertexShaderType host_vertex_shader_type) const { assert_true(shader.type() == xenos::ShaderType::kVertex); assert_true(shader.is_ucode_analyzed()); const auto& regs = register_file_; auto sq_program_cntl = regs.Get(); return DxbcShaderTranslator::Modification( shader_translator_->GetDefaultVertexShaderModification( shader.GetDynamicAddressableRegisterCount(sq_program_cntl.vs_num_reg), host_vertex_shader_type)); } DxbcShaderTranslator::Modification PipelineCache::GetCurrentPixelShaderModification(const Shader& shader) const { assert_true(shader.type() == xenos::ShaderType::kPixel); assert_true(shader.is_ucode_analyzed()); const auto& regs = register_file_; auto sq_program_cntl = regs.Get(); DxbcShaderTranslator::Modification modification( shader_translator_->GetDefaultPixelShaderModification( shader.GetDynamicAddressableRegisterCount( sq_program_cntl.ps_num_reg))); if (render_target_cache_.GetPath() == RenderTargetCache::Path::kHostRenderTargets) { using DepthStencilMode = DxbcShaderTranslator::Modification::DepthStencilMode; RenderTargetCache::DepthFloat24Conversion depth_float24_conversion = render_target_cache_.depth_float24_conversion(); if ((depth_float24_conversion == RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating || depth_float24_conversion == RenderTargetCache::DepthFloat24Conversion::kOnOutputRounding) && draw_util::GetDepthControlForCurrentEdramMode(regs).z_enable && regs.Get().depth_format == xenos::DepthRenderTargetFormat::kD24FS8) { modification.pixel.depth_stencil_mode = depth_float24_conversion == RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating ? DepthStencilMode::kFloat24Truncating : DepthStencilMode::kFloat24Rounding; } else { if (shader.implicit_early_z_write_allowed() && (!shader.writes_color_target(0) || !draw_util::DoesCoverageDependOnAlpha( regs.Get()))) { modification.pixel.depth_stencil_mode = DepthStencilMode::kEarlyHint; } else { modification.pixel.depth_stencil_mode = DepthStencilMode::kNoModifiers; } } } return modification; } bool PipelineCache::ConfigurePipeline( D3D12Shader::D3D12Translation* vertex_shader, D3D12Shader::D3D12Translation* pixel_shader, const PrimitiveProcessor::ProcessingResult& primitive_processing_result, uint32_t bound_depth_and_color_render_target_bits, const uint32_t* bound_depth_and_color_render_target_formats, void** pipeline_handle_out, ID3D12RootSignature** root_signature_out) { #if XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES SCOPE_profile_cpu_f("gpu"); #endif // XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES assert_not_null(pipeline_handle_out); assert_not_null(root_signature_out); // Ensure shaders are translated - needed now for GetCurrentStateDescription. // Edge flags are not supported yet (because polygon primitives are not). assert_true(register_file_.Get().vs_export_mode != xenos::VertexShaderExportMode::kPosition2VectorsEdge && register_file_.Get().vs_export_mode != xenos::VertexShaderExportMode::kPosition2VectorsEdgeKill); assert_false(register_file_.Get().gen_index_vtx); if (!vertex_shader->is_translated()) { vertex_shader->shader().AnalyzeUcode(ucode_disasm_buffer_); if (!TranslateAnalyzedShader(*shader_translator_, *vertex_shader, dxbc_converter_, dxc_utils_, dxc_compiler_)) { XELOGE("Failed to translate the vertex shader!"); return false; } if (shader_storage_file_ && vertex_shader->shader().ucode_storage_index() != shader_storage_index_) { vertex_shader->shader().set_ucode_storage_index(shader_storage_index_); assert_not_null(storage_write_thread_); shader_storage_file_flush_needed_ = true; { std::lock_guard lock(storage_write_request_lock_); storage_write_shader_queue_.push_back(&vertex_shader->shader()); } storage_write_request_cond_.notify_all(); } } if (!vertex_shader->is_valid()) { // Translation attempted previously, but not valid. return false; } if (pixel_shader != nullptr) { if (!pixel_shader->is_translated()) { pixel_shader->shader().AnalyzeUcode(ucode_disasm_buffer_); if (!TranslateAnalyzedShader(*shader_translator_, *pixel_shader, dxbc_converter_, dxc_utils_, dxc_compiler_)) { XELOGE("Failed to translate the pixel shader!"); return false; } if (shader_storage_file_ && pixel_shader->shader().ucode_storage_index() != shader_storage_index_) { pixel_shader->shader().set_ucode_storage_index(shader_storage_index_); assert_not_null(storage_write_thread_); shader_storage_file_flush_needed_ = true; { std::lock_guard lock(storage_write_request_lock_); storage_write_shader_queue_.push_back(&pixel_shader->shader()); } storage_write_request_cond_.notify_all(); } } if (!pixel_shader->is_valid()) { // Translation attempted previously, but not valid. return false; } } PipelineRuntimeDescription runtime_description; if (!GetCurrentStateDescription( vertex_shader, pixel_shader, primitive_processing_result, bound_depth_and_color_render_target_bits, bound_depth_and_color_render_target_formats, runtime_description)) { return false; } PipelineDescription& description = runtime_description.description; if (current_pipeline_ != nullptr && !std::memcmp(¤t_pipeline_->description.description, &description, sizeof(description))) { *pipeline_handle_out = current_pipeline_; *root_signature_out = runtime_description.root_signature; return true; } // Find an existing pipeline in the cache. uint64_t hash = XXH3_64bits(&description, sizeof(description)); auto found_range = pipelines_.equal_range(hash); for (auto it = found_range.first; it != found_range.second; ++it) { Pipeline* found_pipeline = it->second; if (!std::memcmp(&found_pipeline->description.description, &description, sizeof(description))) { current_pipeline_ = found_pipeline; *pipeline_handle_out = found_pipeline; *root_signature_out = found_pipeline->description.root_signature; return true; } } Pipeline* new_pipeline = new Pipeline; new_pipeline->state = nullptr; std::memcpy(&new_pipeline->description, &runtime_description, sizeof(runtime_description)); pipelines_.emplace(hash, new_pipeline); COUNT_profile_set("gpu/pipeline_cache/pipelines", pipelines_.size()); if (!creation_threads_.empty()) { // Submit the pipeline for creation to any available thread. { std::lock_guard lock(creation_request_lock_); creation_queue_.push_back(new_pipeline); } creation_request_cond_.notify_one(); } else { new_pipeline->state = CreateD3D12Pipeline(runtime_description); } if (pipeline_storage_file_) { assert_not_null(storage_write_thread_); pipeline_storage_file_flush_needed_ = true; { std::lock_guard lock(storage_write_request_lock_); storage_write_pipeline_queue_.emplace_back(); PipelineStoredDescription& stored_description = storage_write_pipeline_queue_.back(); stored_description.description_hash = hash; std::memcpy(&stored_description.description, &description, sizeof(description)); } storage_write_request_cond_.notify_all(); } current_pipeline_ = new_pipeline; *pipeline_handle_out = new_pipeline; *root_signature_out = runtime_description.root_signature; return true; } bool PipelineCache::TranslateAnalyzedShader( DxbcShaderTranslator& translator, D3D12Shader::D3D12Translation& translation, IDxbcConverter* dxbc_converter, IDxcUtils* dxc_utils, IDxcCompiler* dxc_compiler) { D3D12Shader& shader = static_cast(translation.shader()); // Perform translation. // If this fails the shader will be marked as invalid and ignored later. if (!translator.TranslateAnalyzedShader(translation)) { XELOGE("Shader {:016X} translation failed; marking as ignored", shader.ucode_data_hash()); return false; } const char* host_shader_type; if (shader.type() == xenos::ShaderType::kVertex) { DxbcShaderTranslator::Modification modification(translation.modification()); switch (modification.vertex.host_vertex_shader_type) { case Shader::HostVertexShaderType::kLineDomainCPIndexed: host_shader_type = "control-point-indexed line domain"; break; case Shader::HostVertexShaderType::kLineDomainPatchIndexed: host_shader_type = "patch-indexed line domain"; break; case Shader::HostVertexShaderType::kTriangleDomainCPIndexed: host_shader_type = "control-point-indexed triangle domain"; break; case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed: host_shader_type = "patch-indexed triangle domain"; break; case Shader::HostVertexShaderType::kQuadDomainCPIndexed: host_shader_type = "control-point-indexed quad domain"; break; case Shader::HostVertexShaderType::kQuadDomainPatchIndexed: host_shader_type = "patch-indexed quad domain"; break; default: host_shader_type = "vertex"; } } else { host_shader_type = "pixel"; } XELOGGPU("Generated {} shader ({}b) - hash {:016X}:\n{}\n", host_shader_type, shader.ucode_dword_count() * sizeof(uint32_t), shader.ucode_data_hash(), shader.ucode_disassembly().c_str()); // Set up texture and sampler binding layouts. if (shader.EnterBindingLayoutUserUIDSetup()) { const std::vector& texture_bindings = shader.GetTextureBindingsAfterTranslation(); uint32_t texture_binding_count = uint32_t(texture_bindings.size()); const std::vector& sampler_bindings = shader.GetSamplerBindingsAfterTranslation(); uint32_t sampler_binding_count = uint32_t(sampler_bindings.size()); assert_false(bindless_resources_used_ && texture_binding_count + sampler_binding_count > D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 4); size_t texture_binding_layout_bytes = texture_binding_count * sizeof(*texture_bindings.data()); uint64_t texture_binding_layout_hash = 0; if (texture_binding_count) { texture_binding_layout_hash = XXH3_64bits(texture_bindings.data(), texture_binding_layout_bytes); } uint32_t bindless_sampler_count = bindless_resources_used_ ? sampler_binding_count : 0; uint64_t bindless_sampler_layout_hash = 0; if (bindless_sampler_count) { XXH3_state_t hash_state; XXH3_64bits_reset(&hash_state); for (uint32_t i = 0; i < bindless_sampler_count; ++i) { XXH3_64bits_update( &hash_state, &sampler_bindings[i].bindless_descriptor_index, sizeof(sampler_bindings[i].bindless_descriptor_index)); } bindless_sampler_layout_hash = XXH3_64bits_digest(&hash_state); } // Obtain the unique IDs of binding layouts if there are any texture // bindings or bindless samplers, for invalidation in the command processor. size_t texture_binding_layout_uid = kLayoutUIDEmpty; // Use sampler count for the bindful case because it's the only thing that // must be the same for layouts to be compatible in this case // (instruction-specified parameters are used as overrides for actual // samplers). static_assert( kLayoutUIDEmpty == 0, "Empty layout UID is assumed to be 0 because for bindful samplers, the " "UID is their count"); size_t sampler_binding_layout_uid = bindless_resources_used_ ? kLayoutUIDEmpty : size_t(sampler_binding_count); if (texture_binding_count || bindless_sampler_count) { std::lock_guard layouts_mutex_(layouts_mutex_); if (texture_binding_count) { auto found_range = texture_binding_layout_map_.equal_range( texture_binding_layout_hash); for (auto it = found_range.first; it != found_range.second; ++it) { if (it->second.vector_span_length == texture_binding_count && !std::memcmp(texture_binding_layouts_.data() + it->second.vector_span_offset, texture_bindings.data(), texture_binding_layout_bytes)) { texture_binding_layout_uid = it->second.uid; break; } } if (texture_binding_layout_uid == kLayoutUIDEmpty) { static_assert( kLayoutUIDEmpty == 0, "Layout UID is size + 1 because it's assumed that 0 is the UID " "for an empty layout"); texture_binding_layout_uid = texture_binding_layout_map_.size() + 1; LayoutUID new_uid; new_uid.uid = texture_binding_layout_uid; new_uid.vector_span_offset = texture_binding_layouts_.size(); new_uid.vector_span_length = texture_binding_count; texture_binding_layouts_.resize(new_uid.vector_span_offset + texture_binding_count); std::memcpy( texture_binding_layouts_.data() + new_uid.vector_span_offset, texture_bindings.data(), texture_binding_layout_bytes); texture_binding_layout_map_.emplace(texture_binding_layout_hash, new_uid); } } if (bindless_sampler_count) { auto found_range = bindless_sampler_layout_map_.equal_range( sampler_binding_layout_uid); for (auto it = found_range.first; it != found_range.second; ++it) { if (it->second.vector_span_length != bindless_sampler_count) { continue; } sampler_binding_layout_uid = it->second.uid; const uint32_t* vector_bindless_sampler_layout = bindless_sampler_layouts_.data() + it->second.vector_span_offset; for (uint32_t i = 0; i < bindless_sampler_count; ++i) { if (vector_bindless_sampler_layout[i] != sampler_bindings[i].bindless_descriptor_index) { sampler_binding_layout_uid = kLayoutUIDEmpty; break; } } if (sampler_binding_layout_uid != kLayoutUIDEmpty) { break; } } if (sampler_binding_layout_uid == kLayoutUIDEmpty) { sampler_binding_layout_uid = bindless_sampler_layout_map_.size(); LayoutUID new_uid; static_assert( kLayoutUIDEmpty == 0, "Layout UID is size + 1 because it's assumed that 0 is the UID " "for an empty layout"); new_uid.uid = sampler_binding_layout_uid + 1; new_uid.vector_span_offset = bindless_sampler_layouts_.size(); new_uid.vector_span_length = sampler_binding_count; bindless_sampler_layouts_.resize(new_uid.vector_span_offset + sampler_binding_count); uint32_t* vector_bindless_sampler_layout = bindless_sampler_layouts_.data() + new_uid.vector_span_offset; for (uint32_t i = 0; i < bindless_sampler_count; ++i) { vector_bindless_sampler_layout[i] = sampler_bindings[i].bindless_descriptor_index; } bindless_sampler_layout_map_.emplace(bindless_sampler_layout_hash, new_uid); } } } shader.SetTextureBindingLayoutUserUID(texture_binding_layout_uid); shader.SetSamplerBindingLayoutUserUID(sampler_binding_layout_uid); } // Disassemble the shader for dumping. const ui::d3d12::D3D12Provider& provider = command_processor_.GetD3D12Provider(); if (cvars::d3d12_dxbc_disasm_dxilconv) { translation.DisassembleDxbcAndDxil(provider, cvars::d3d12_dxbc_disasm, dxbc_converter, dxc_utils, dxc_compiler); } else { translation.DisassembleDxbcAndDxil(provider, cvars::d3d12_dxbc_disasm); } // Dump shader files if desired. if (!cvars::dump_shaders.empty()) { bool edram_rov_used = render_target_cache_.GetPath() == RenderTargetCache::Path::kPixelShaderInterlock; translation.Dump(cvars::dump_shaders, (shader.type() == xenos::ShaderType::kPixel) ? (edram_rov_used ? "d3d12_rov" : "d3d12_rtv") : "d3d12"); } return translation.is_valid(); } bool PipelineCache::GetCurrentStateDescription( D3D12Shader::D3D12Translation* vertex_shader, D3D12Shader::D3D12Translation* pixel_shader, const PrimitiveProcessor::ProcessingResult& primitive_processing_result, uint32_t bound_depth_and_color_render_target_bits, const uint32_t* bound_depth_and_color_render_target_formats, PipelineRuntimeDescription& runtime_description_out) { // Translated shaders needed at least for the root signature. assert_true(vertex_shader->is_translated() && vertex_shader->is_valid()); assert_true(!pixel_shader || (pixel_shader->is_translated() && pixel_shader->is_valid())); PipelineDescription& description_out = runtime_description_out.description; const auto& regs = register_file_; auto pa_su_sc_mode_cntl = regs.Get(); // Initialize all unused fields to zero for comparison/hashing. std::memset(&runtime_description_out, 0, sizeof(runtime_description_out)); assert_true(DxbcShaderTranslator::Modification(vertex_shader->modification()) .vertex.host_vertex_shader_type == primitive_processing_result.host_vertex_shader_type); bool tessellated = primitive_processing_result.IsTessellated(); bool primitive_polygonal = draw_util::IsPrimitivePolygonal(regs); bool rasterization_enabled = draw_util::IsRasterizationPotentiallyDone(regs, primitive_polygonal); // In Direct3D, rasterization (along with pixel counting) is disabled by // disabling the pixel shader and depth / stencil. However, if rasterization // should be disabled, the pixel shader must be disabled externally, to ensure // things like texture binding layout is correct for the shader actually being // used (don't replace anything here). if (!rasterization_enabled) { assert_null(pixel_shader); if (pixel_shader) { return false; } } bool edram_rov_used = render_target_cache_.GetPath() == RenderTargetCache::Path::kPixelShaderInterlock; // Root signature. runtime_description_out.root_signature = command_processor_.GetRootSignature( static_cast(&vertex_shader->shader()), pixel_shader ? static_cast(&pixel_shader->shader()) : nullptr, tessellated); if (runtime_description_out.root_signature == nullptr) { return false; } // Vertex shader. runtime_description_out.vertex_shader = vertex_shader; description_out.vertex_shader_hash = vertex_shader->shader().ucode_data_hash(); description_out.vertex_shader_modification = vertex_shader->modification(); // Index buffer strip cut value. if (primitive_processing_result.host_primitive_reset_enabled) { description_out.strip_cut_index = primitive_processing_result.host_index_format == xenos::IndexFormat::kInt16 ? PipelineStripCutIndex::kFFFF : PipelineStripCutIndex::kFFFFFFFF; } else { description_out.strip_cut_index = PipelineStripCutIndex::kNone; } // Host vertex shader type and primitive topology. if (tessellated) { description_out.primitive_topology_type_or_tessellation_mode = uint32_t(primitive_processing_result.tessellation_mode); } else { switch (primitive_processing_result.host_primitive_type) { case xenos::PrimitiveType::kPointList: description_out.primitive_topology_type_or_tessellation_mode = uint32_t(PipelinePrimitiveTopologyType::kPoint); break; case xenos::PrimitiveType::kLineList: case xenos::PrimitiveType::kLineStrip: // Quads are emulated as line lists with adjacency. case xenos::PrimitiveType::kQuadList: case xenos::PrimitiveType::k2DLineStrip: description_out.primitive_topology_type_or_tessellation_mode = uint32_t(PipelinePrimitiveTopologyType::kLine); break; default: description_out.primitive_topology_type_or_tessellation_mode = uint32_t(PipelinePrimitiveTopologyType::kTriangle); break; } switch (primitive_processing_result.host_primitive_type) { case xenos::PrimitiveType::kPointList: description_out.geometry_shader = PipelineGeometryShader::kPointList; break; case xenos::PrimitiveType::kRectangleList: description_out.geometry_shader = PipelineGeometryShader::kRectangleList; break; case xenos::PrimitiveType::kQuadList: description_out.geometry_shader = PipelineGeometryShader::kQuadList; break; default: description_out.geometry_shader = PipelineGeometryShader::kNone; break; } } // The rest doesn't matter when rasterization is disabled (thus no writing to // anywhere from post-geometry stages and no samples are counted). if (!rasterization_enabled) { description_out.cull_mode = PipelineCullMode::kDisableRasterization; return true; } // Pixel shader. if (pixel_shader) { runtime_description_out.pixel_shader = pixel_shader; description_out.pixel_shader_hash = pixel_shader->shader().ucode_data_hash(); description_out.pixel_shader_modification = pixel_shader->modification(); } // Rasterizer state. // Because Direct3D 12 doesn't support per-side fill mode and depth bias, the // values to use depends on the current culling state. // If front faces are culled, use the ones for back faces. // If back faces are culled, it's the other way around. // If culling is not enabled, assume the developer wanted to draw things in a // more special way - so if one side is wireframe or has a depth bias, then // that's intentional (if both sides have a depth bias, the one for the front // faces is used, though it's unlikely that they will ever be different - // SetRenderState sets the same offset for both sides). // Points fill mode (0) also isn't supported in Direct3D 12, but assume the // developer didn't want to fill the whole primitive and use wireframe (like // Xenos fill mode 1). // Here we also assume that only one side is culled - if two sides are culled, // rasterization will be disabled externally, or the draw call will be dropped // early if the vertex shader doesn't export to memory. bool cull_front, cull_back; float poly_offset = 0.0f, poly_offset_scale = 0.0f; if (primitive_polygonal) { description_out.front_counter_clockwise = pa_su_sc_mode_cntl.face == 0; cull_front = pa_su_sc_mode_cntl.cull_front != 0; cull_back = pa_su_sc_mode_cntl.cull_back != 0; if (cull_front) { // The case when both faces are culled should be handled by disabling // rasterization. assert_false(cull_back); description_out.cull_mode = PipelineCullMode::kFront; } else if (cull_back) { description_out.cull_mode = PipelineCullMode::kBack; } else { description_out.cull_mode = PipelineCullMode::kNone; } // With ROV, the depth bias is applied in the pixel shader because // per-sample depth is needed for MSAA. if (!cull_front) { // Front faces aren't culled. // Direct3D 12, unfortunately, doesn't support point fill mode. if (pa_su_sc_mode_cntl.polymode_front_ptype != xenos::PolygonType::kTriangles) { description_out.fill_mode_wireframe = 1; } if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_front_enable) { poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32; poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32; } } if (!cull_back) { // Back faces aren't culled. if (pa_su_sc_mode_cntl.polymode_back_ptype != xenos::PolygonType::kTriangles) { description_out.fill_mode_wireframe = 1; } // Prefer front depth bias because in general, front faces are the ones // that are rendered (except for shadow volumes). if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_back_enable && poly_offset == 0.0f && poly_offset_scale == 0.0f) { poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32; poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32; } } if (pa_su_sc_mode_cntl.poly_mode != xenos::PolygonModeEnable::kDualMode) { description_out.fill_mode_wireframe = 0; } } else { // Filled front faces only, without culling. cull_front = false; cull_back = false; if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_para_enable) { poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32; poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32; } } if (!edram_rov_used) { float poly_offset_host_scale = draw_util::GetD3D10PolygonOffsetFactor( regs.Get().depth_format, true); // Using ceil here just in case a game wants the offset but passes a value // that is too small - it's better to apply more offset than to make depth // fighting worse or to disable the offset completely (Direct3D 12 takes an // integer value). description_out.depth_bias = int32_t(std::ceil(std::abs(poly_offset * poly_offset_host_scale))) * (poly_offset < 0.0f ? -1 : 1); // "slope computed in subpixels ([...] 1/16)" - R5xx Acceleration. description_out.depth_bias_slope_scaled = poly_offset_scale * xenos::kPolygonOffsetScaleSubpixelUnit; } if (tessellated && cvars::d3d12_tessellation_wireframe) { description_out.fill_mode_wireframe = 1; } description_out.depth_clip = !regs.Get().clip_disable; bool depth_stencil_bound_and_used = false; if (!edram_rov_used) { // Depth/stencil. No stencil, always passing depth test and no depth writing // means depth disabled. if (bound_depth_and_color_render_target_bits & 1) { auto rb_depthcontrol = draw_util::GetDepthControlForCurrentEdramMode(regs); if (rb_depthcontrol.z_enable) { description_out.depth_func = rb_depthcontrol.zfunc; description_out.depth_write = rb_depthcontrol.z_write_enable; } else { description_out.depth_func = xenos::CompareFunction::kAlways; } if (rb_depthcontrol.stencil_enable) { description_out.stencil_enable = 1; bool stencil_backface_enable = primitive_polygonal && rb_depthcontrol.backface_enable; // Per-face masks not supported by Direct3D 12, choose the back face // ones only if drawing only back faces. Register stencil_ref_mask_reg; if (stencil_backface_enable && cull_front) { stencil_ref_mask_reg = XE_GPU_REG_RB_STENCILREFMASK_BF; } else { stencil_ref_mask_reg = XE_GPU_REG_RB_STENCILREFMASK; } auto stencil_ref_mask = regs.Get(stencil_ref_mask_reg); description_out.stencil_read_mask = stencil_ref_mask.stencilmask; description_out.stencil_write_mask = stencil_ref_mask.stencilwritemask; description_out.stencil_front_fail_op = rb_depthcontrol.stencilfail; description_out.stencil_front_depth_fail_op = rb_depthcontrol.stencilzfail; description_out.stencil_front_pass_op = rb_depthcontrol.stencilzpass; description_out.stencil_front_func = rb_depthcontrol.stencilfunc; if (stencil_backface_enable) { description_out.stencil_back_fail_op = rb_depthcontrol.stencilfail_bf; description_out.stencil_back_depth_fail_op = rb_depthcontrol.stencilzfail_bf; description_out.stencil_back_pass_op = rb_depthcontrol.stencilzpass_bf; description_out.stencil_back_func = rb_depthcontrol.stencilfunc_bf; } else { description_out.stencil_back_fail_op = description_out.stencil_front_fail_op; description_out.stencil_back_depth_fail_op = description_out.stencil_front_depth_fail_op; description_out.stencil_back_pass_op = description_out.stencil_front_pass_op; description_out.stencil_back_func = description_out.stencil_front_func; } } // If not binding the DSV, ignore the format in the hash. if (description_out.depth_func != xenos::CompareFunction::kAlways || description_out.depth_write || description_out.stencil_enable) { description_out.depth_format = xenos::DepthRenderTargetFormat( bound_depth_and_color_render_target_formats[0]); depth_stencil_bound_and_used = true; } } else { description_out.depth_func = xenos::CompareFunction::kAlways; } // Render targets and blending state. 32 because of 0x1F mask, for safety // (all unknown to zero). uint32_t color_mask = pixel_shader ? command_processor_.GetCurrentColorMask( pixel_shader->shader().writes_color_targets()) : 0; static const PipelineBlendFactor kBlendFactorMap[32] = { /* 0 */ PipelineBlendFactor::kZero, /* 1 */ PipelineBlendFactor::kOne, /* 2 */ PipelineBlendFactor::kZero, // ? /* 3 */ PipelineBlendFactor::kZero, // ? /* 4 */ PipelineBlendFactor::kSrcColor, /* 5 */ PipelineBlendFactor::kInvSrcColor, /* 6 */ PipelineBlendFactor::kSrcAlpha, /* 7 */ PipelineBlendFactor::kInvSrcAlpha, /* 8 */ PipelineBlendFactor::kDestColor, /* 9 */ PipelineBlendFactor::kInvDestColor, /* 10 */ PipelineBlendFactor::kDestAlpha, /* 11 */ PipelineBlendFactor::kInvDestAlpha, // CONSTANT_COLOR /* 12 */ PipelineBlendFactor::kBlendFactor, // ONE_MINUS_CONSTANT_COLOR /* 13 */ PipelineBlendFactor::kInvBlendFactor, // CONSTANT_ALPHA /* 14 */ PipelineBlendFactor::kBlendFactor, // ONE_MINUS_CONSTANT_ALPHA /* 15 */ PipelineBlendFactor::kInvBlendFactor, /* 16 */ PipelineBlendFactor::kSrcAlphaSat, }; // Like kBlendFactorMap, but with color modes changed to alpha. Some // pipelines aren't created in 545407E0 because a color mode is used for // alpha. static const PipelineBlendFactor kBlendFactorAlphaMap[32] = { /* 0 */ PipelineBlendFactor::kZero, /* 1 */ PipelineBlendFactor::kOne, /* 2 */ PipelineBlendFactor::kZero, // ? /* 3 */ PipelineBlendFactor::kZero, // ? /* 4 */ PipelineBlendFactor::kSrcAlpha, /* 5 */ PipelineBlendFactor::kInvSrcAlpha, /* 6 */ PipelineBlendFactor::kSrcAlpha, /* 7 */ PipelineBlendFactor::kInvSrcAlpha, /* 8 */ PipelineBlendFactor::kDestAlpha, /* 9 */ PipelineBlendFactor::kInvDestAlpha, /* 10 */ PipelineBlendFactor::kDestAlpha, /* 11 */ PipelineBlendFactor::kInvDestAlpha, /* 12 */ PipelineBlendFactor::kBlendFactor, // ONE_MINUS_CONSTANT_COLOR /* 13 */ PipelineBlendFactor::kInvBlendFactor, // CONSTANT_ALPHA /* 14 */ PipelineBlendFactor::kBlendFactor, // ONE_MINUS_CONSTANT_ALPHA /* 15 */ PipelineBlendFactor::kInvBlendFactor, /* 16 */ PipelineBlendFactor::kSrcAlphaSat, }; // While it's okay to specify fewer render targets in the pipeline state // (even fewer than written by the shader) than actually bound to the // command list (though this kind of truncation may only happen at the end - // DXGI_FORMAT_UNKNOWN *requires* a null RTV descriptor to be bound), not // doing that because sample counts of all render targets bound via // OMSetRenderTargets, even those beyond NumRenderTargets, apparently must // have their sample count matching the one set in the pipeline - however if // we set NumRenderTargets to 0 and also disable depth / stencil, the sample // count must be set to 1 - while the command list may still have // multisampled render targets bound (happens in 4D5307E6 main menu). // TODO(Triang3l): Investigate interaction of OMSetRenderTargets with // non-null depth and DSVFormat DXGI_FORMAT_UNKNOWN in the same case. for (uint32_t i = 0; i < 4; ++i) { if (!(bound_depth_and_color_render_target_bits & (uint32_t(1) << (1 + i)))) { continue; } PipelineRenderTarget& rt = description_out.render_targets[i]; rt.used = 1; auto color_info = regs.Get( reg::RB_COLOR_INFO::rt_register_indices[i]); rt.format = xenos::ColorRenderTargetFormat( bound_depth_and_color_render_target_formats[1 + i]); // TODO(Triang3l): Normalize unused bits of the color write mask. rt.write_mask = (color_mask >> (i * 4)) & 0xF; if (rt.write_mask) { auto blendcontrol = regs.Get( reg::RB_BLENDCONTROL::rt_register_indices[i]); rt.src_blend = kBlendFactorMap[uint32_t(blendcontrol.color_srcblend)]; rt.dest_blend = kBlendFactorMap[uint32_t(blendcontrol.color_destblend)]; rt.blend_op = blendcontrol.color_comb_fcn; rt.src_blend_alpha = kBlendFactorAlphaMap[uint32_t(blendcontrol.alpha_srcblend)]; rt.dest_blend_alpha = kBlendFactorAlphaMap[uint32_t(blendcontrol.alpha_destblend)]; rt.blend_op_alpha = blendcontrol.alpha_comb_fcn; } else { rt.src_blend = PipelineBlendFactor::kOne; rt.dest_blend = PipelineBlendFactor::kZero; rt.blend_op = xenos::BlendOp::kAdd; rt.src_blend_alpha = PipelineBlendFactor::kOne; rt.dest_blend_alpha = PipelineBlendFactor::kZero; rt.blend_op_alpha = xenos::BlendOp::kAdd; } } } xenos::MsaaSamples host_msaa_samples = regs.Get().msaa_samples; if (edram_rov_used) { if (host_msaa_samples == xenos::MsaaSamples::k2X) { // 2 is not supported in ForcedSampleCount on Nvidia. host_msaa_samples = xenos::MsaaSamples::k4X; } } else { if (!(bound_depth_and_color_render_target_bits & ~uint32_t(1)) && !depth_stencil_bound_and_used) { // Direct3D 12 requires the sample count to be 1 when no color or depth / // stencil render targets are bound. // FIXME(Triang3l): Use ForcedSampleCount or some other fallback for // sample counting when needed, though with 2x it will be as incorrect as // with 1x / 4x anyway; or bind a dummy depth / stencil buffer if really // needed. host_msaa_samples = xenos::MsaaSamples::k1X; } // TODO(Triang3l): 4x MSAA fallback when 2x isn't supported. } description_out.host_msaa_samples = host_msaa_samples; return true; } ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline( const PipelineRuntimeDescription& runtime_description) { const PipelineDescription& description = runtime_description.description; if (runtime_description.pixel_shader != nullptr) { XELOGGPU("Creating graphics pipeline with VS {:016X}, PS {:016X}", runtime_description.vertex_shader->shader().ucode_data_hash(), runtime_description.pixel_shader->shader().ucode_data_hash()); } else { XELOGGPU("Creating graphics pipeline with VS {:016X}", runtime_description.vertex_shader->shader().ucode_data_hash()); } D3D12_GRAPHICS_PIPELINE_STATE_DESC state_desc; std::memset(&state_desc, 0, sizeof(state_desc)); bool edram_rov_used = render_target_cache_.GetPath() == RenderTargetCache::Path::kPixelShaderInterlock; // Root signature. state_desc.pRootSignature = runtime_description.root_signature; // Index buffer strip cut value. switch (description.strip_cut_index) { case PipelineStripCutIndex::kFFFF: state_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF; break; case PipelineStripCutIndex::kFFFFFFFF: state_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF; break; default: state_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; break; } // Primitive topology, vertex, hull, domain and geometry shaders. if (!runtime_description.vertex_shader->is_translated()) { XELOGE("Vertex shader {:016X} not translated", runtime_description.vertex_shader->shader().ucode_data_hash()); assert_always(); return nullptr; } Shader::HostVertexShaderType host_vertex_shader_type = DxbcShaderTranslator::Modification( runtime_description.vertex_shader->modification()) .vertex.host_vertex_shader_type; if (host_vertex_shader_type == Shader::HostVertexShaderType::kVertex) { state_desc.VS.pShaderBytecode = runtime_description.vertex_shader->translated_binary().data(); state_desc.VS.BytecodeLength = runtime_description.vertex_shader->translated_binary().size(); PipelinePrimitiveTopologyType primitive_topology_type = PipelinePrimitiveTopologyType( description.primitive_topology_type_or_tessellation_mode); switch (primitive_topology_type) { case PipelinePrimitiveTopologyType::kPoint: state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; break; case PipelinePrimitiveTopologyType::kLine: state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE; break; case PipelinePrimitiveTopologyType::kTriangle: state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; break; default: assert_unhandled_case(primitive_topology_type); return nullptr; } switch (description.geometry_shader) { case PipelineGeometryShader::kPointList: state_desc.GS.pShaderBytecode = shaders::primitive_point_list_gs; state_desc.GS.BytecodeLength = sizeof(shaders::primitive_point_list_gs); break; case PipelineGeometryShader::kRectangleList: state_desc.GS.pShaderBytecode = shaders::primitive_rectangle_list_gs; state_desc.GS.BytecodeLength = sizeof(shaders::primitive_rectangle_list_gs); break; case PipelineGeometryShader::kQuadList: state_desc.GS.pShaderBytecode = shaders::primitive_quad_list_gs; state_desc.GS.BytecodeLength = sizeof(shaders::primitive_quad_list_gs); break; default: break; } } else { state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; xenos::TessellationMode tessellation_mode = xenos::TessellationMode( description.primitive_topology_type_or_tessellation_mode); if (tessellation_mode == xenos::TessellationMode::kAdaptive) { state_desc.VS.pShaderBytecode = shaders::tessellation_adaptive_vs; state_desc.VS.BytecodeLength = sizeof(shaders::tessellation_adaptive_vs); } else { state_desc.VS.pShaderBytecode = shaders::tessellation_indexed_vs; state_desc.VS.BytecodeLength = sizeof(shaders::tessellation_indexed_vs); } switch (tessellation_mode) { case xenos::TessellationMode::kDiscrete: switch (host_vertex_shader_type) { case Shader::HostVertexShaderType::kTriangleDomainCPIndexed: case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed: state_desc.HS.pShaderBytecode = shaders::discrete_triangle_hs; state_desc.HS.BytecodeLength = sizeof(shaders::discrete_triangle_hs); break; case Shader::HostVertexShaderType::kQuadDomainCPIndexed: case Shader::HostVertexShaderType::kQuadDomainPatchIndexed: state_desc.HS.pShaderBytecode = shaders::discrete_quad_hs; state_desc.HS.BytecodeLength = sizeof(shaders::discrete_quad_hs); break; default: assert_unhandled_case(host_vertex_shader_type); return nullptr; } break; case xenos::TessellationMode::kContinuous: switch (host_vertex_shader_type) { case Shader::HostVertexShaderType::kTriangleDomainCPIndexed: case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed: state_desc.HS.pShaderBytecode = shaders::continuous_triangle_hs; state_desc.HS.BytecodeLength = sizeof(shaders::continuous_triangle_hs); break; case Shader::HostVertexShaderType::kQuadDomainCPIndexed: case Shader::HostVertexShaderType::kQuadDomainPatchIndexed: state_desc.HS.pShaderBytecode = shaders::continuous_quad_hs; state_desc.HS.BytecodeLength = sizeof(shaders::continuous_quad_hs); break; default: assert_unhandled_case(host_vertex_shader_type); return nullptr; } break; case xenos::TessellationMode::kAdaptive: switch (host_vertex_shader_type) { case Shader::HostVertexShaderType::kTriangleDomainPatchIndexed: state_desc.HS.pShaderBytecode = shaders::adaptive_triangle_hs; state_desc.HS.BytecodeLength = sizeof(shaders::adaptive_triangle_hs); break; case Shader::HostVertexShaderType::kQuadDomainPatchIndexed: state_desc.HS.pShaderBytecode = shaders::adaptive_quad_hs; state_desc.HS.BytecodeLength = sizeof(shaders::adaptive_quad_hs); break; default: assert_unhandled_case(host_vertex_shader_type); return nullptr; } break; default: assert_unhandled_case(tessellation_mode); return nullptr; } state_desc.DS.pShaderBytecode = runtime_description.vertex_shader->translated_binary().data(); state_desc.DS.BytecodeLength = runtime_description.vertex_shader->translated_binary().size(); } // Pixel shader. if (runtime_description.pixel_shader != nullptr) { if (!runtime_description.pixel_shader->is_translated()) { XELOGE("Pixel shader {:016X} not translated", runtime_description.pixel_shader->shader().ucode_data_hash()); assert_always(); return nullptr; } state_desc.PS.pShaderBytecode = runtime_description.pixel_shader->translated_binary().data(); state_desc.PS.BytecodeLength = runtime_description.pixel_shader->translated_binary().size(); } else if (edram_rov_used) { state_desc.PS.pShaderBytecode = depth_only_pixel_shader_.data(); state_desc.PS.BytecodeLength = depth_only_pixel_shader_.size(); } else { if ((description.depth_func != xenos::CompareFunction::kAlways || description.depth_write) && description.depth_format == xenos::DepthRenderTargetFormat::kD24FS8) { switch (render_target_cache_.depth_float24_conversion()) { case RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating: state_desc.PS.pShaderBytecode = shaders::float24_truncate_ps; state_desc.PS.BytecodeLength = sizeof(shaders::float24_truncate_ps); break; case RenderTargetCache::DepthFloat24Conversion::kOnOutputRounding: state_desc.PS.pShaderBytecode = shaders::float24_round_ps; state_desc.PS.BytecodeLength = sizeof(shaders::float24_round_ps); break; default: break; } } } // Rasterizer state. state_desc.RasterizerState.FillMode = description.fill_mode_wireframe ? D3D12_FILL_MODE_WIREFRAME : D3D12_FILL_MODE_SOLID; switch (description.cull_mode) { case PipelineCullMode::kFront: state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_FRONT; break; case PipelineCullMode::kBack: state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK; break; default: assert_true(description.cull_mode == PipelineCullMode::kNone || description.cull_mode == PipelineCullMode::kDisableRasterization); state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; break; } state_desc.RasterizerState.FrontCounterClockwise = description.front_counter_clockwise ? TRUE : FALSE; state_desc.RasterizerState.DepthBias = description.depth_bias; state_desc.RasterizerState.DepthBiasClamp = 0.0f; // With non-square resolution scaling, make sure the worst-case impact is // reverted (slope only along the scaled axis), thus max. More bias is better // than less bias, because less bias means Z fighting with the background is // more likely. state_desc.RasterizerState.SlopeScaledDepthBias = description.depth_bias_slope_scaled * float(std::max(render_target_cache_.GetResolutionScaleX(), render_target_cache_.GetResolutionScaleY())); state_desc.RasterizerState.DepthClipEnable = description.depth_clip ? TRUE : FALSE; uint32_t msaa_sample_count = uint32_t(1) << uint32_t(description.host_msaa_samples); if (edram_rov_used) { // Only 1, 4, 8 and (not on all GPUs) 16 are allowed, using sample 0 as 0 // and 3 as 1 for 2x instead (not exactly the same sample positions, but // still top-left and bottom-right - however, this can be adjusted with // programmable sample positions). assert_true(msaa_sample_count == 1 || msaa_sample_count == 4); if (msaa_sample_count != 1 && msaa_sample_count != 4) { return nullptr; } state_desc.RasterizerState.ForcedSampleCount = uint32_t(1) << uint32_t(description.host_msaa_samples); } // Sample mask and description. state_desc.SampleMask = UINT_MAX; // TODO(Triang3l): 4x MSAA fallback when 2x isn't supported without ROV. if (edram_rov_used) { state_desc.SampleDesc.Count = 1; } else { assert_true(msaa_sample_count <= 4); if (msaa_sample_count > 4) { return nullptr; } if (msaa_sample_count == 2 && !render_target_cache_.msaa_2x_supported()) { // Using sample 0 as 0 and 3 as 1 for 2x instead (not exactly the same // sample positions, but still top-left and bottom-right - however, this // can be adjusted with programmable sample positions). state_desc.SampleMask = 0b1001; state_desc.SampleDesc.Count = 4; } else { state_desc.SampleDesc.Count = msaa_sample_count; } } if (!edram_rov_used) { // Depth/stencil. if (description.depth_func != xenos::CompareFunction::kAlways || description.depth_write) { state_desc.DepthStencilState.DepthEnable = TRUE; state_desc.DepthStencilState.DepthWriteMask = description.depth_write ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO; // Comparison functions are the same in Direct3D 12 but plus one (minus // one, bit 0 for less, bit 1 for equal, bit 2 for greater). state_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC(uint32_t(D3D12_COMPARISON_FUNC_NEVER) + uint32_t(description.depth_func)); } if (description.stencil_enable) { state_desc.DepthStencilState.StencilEnable = TRUE; state_desc.DepthStencilState.StencilReadMask = description.stencil_read_mask; state_desc.DepthStencilState.StencilWriteMask = description.stencil_write_mask; // Stencil operations are the same in Direct3D 12 too but plus one. state_desc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP(uint32_t(D3D12_STENCIL_OP_KEEP) + uint32_t(description.stencil_front_fail_op)); state_desc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP(uint32_t(D3D12_STENCIL_OP_KEEP) + uint32_t(description.stencil_front_depth_fail_op)); state_desc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP(uint32_t(D3D12_STENCIL_OP_KEEP) + uint32_t(description.stencil_front_pass_op)); state_desc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC(uint32_t(D3D12_COMPARISON_FUNC_NEVER) + uint32_t(description.stencil_front_func)); state_desc.DepthStencilState.BackFace.StencilFailOp = D3D12_STENCIL_OP(uint32_t(D3D12_STENCIL_OP_KEEP) + uint32_t(description.stencil_back_fail_op)); state_desc.DepthStencilState.BackFace.StencilDepthFailOp = D3D12_STENCIL_OP(uint32_t(D3D12_STENCIL_OP_KEEP) + uint32_t(description.stencil_back_depth_fail_op)); state_desc.DepthStencilState.BackFace.StencilPassOp = D3D12_STENCIL_OP(uint32_t(D3D12_STENCIL_OP_KEEP) + uint32_t(description.stencil_back_pass_op)); state_desc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC(uint32_t(D3D12_COMPARISON_FUNC_NEVER) + uint32_t(description.stencil_back_func)); } if (state_desc.DepthStencilState.DepthEnable || state_desc.DepthStencilState.StencilEnable) { state_desc.DSVFormat = D3D12RenderTargetCache::GetDepthDSVDXGIFormat( description.depth_format); } // Render targets and blending. state_desc.BlendState.IndependentBlendEnable = TRUE; static const D3D12_BLEND kBlendFactorMap[] = { D3D12_BLEND_ZERO, D3D12_BLEND_ONE, D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_DEST_COLOR, D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_SRC_ALPHA_SAT, }; static const D3D12_BLEND_OP kBlendOpMap[] = { D3D12_BLEND_OP_ADD, D3D12_BLEND_OP_SUBTRACT, D3D12_BLEND_OP_MIN, D3D12_BLEND_OP_MAX, D3D12_BLEND_OP_REV_SUBTRACT, }; for (uint32_t i = 0; i < xenos::kMaxColorRenderTargets; ++i) { const PipelineRenderTarget& rt = description.render_targets[i]; if (!rt.used) { // Null RTV descriptors can be used for slots with DXGI_FORMAT_UNKNOWN // in the pipeline state. state_desc.RTVFormats[i] = DXGI_FORMAT_UNKNOWN; continue; } state_desc.NumRenderTargets = i + 1; state_desc.RTVFormats[i] = render_target_cache_.GetColorDrawDXGIFormat(rt.format); if (state_desc.RTVFormats[i] == DXGI_FORMAT_UNKNOWN) { assert_always(); return nullptr; } D3D12_RENDER_TARGET_BLEND_DESC& blend_desc = state_desc.BlendState.RenderTarget[i]; // Treat 1 * src + 0 * dest as disabled blending (there are opaque // surfaces drawn with blending enabled, but it's 1 * src + 0 * dest, in // 415607E6 - GPU performance is better when not blending. if (rt.src_blend != PipelineBlendFactor::kOne || rt.dest_blend != PipelineBlendFactor::kZero || rt.blend_op != xenos::BlendOp::kAdd || rt.src_blend_alpha != PipelineBlendFactor::kOne || rt.dest_blend_alpha != PipelineBlendFactor::kZero || rt.blend_op_alpha != xenos::BlendOp::kAdd) { blend_desc.BlendEnable = TRUE; blend_desc.SrcBlend = kBlendFactorMap[uint32_t(rt.src_blend)]; blend_desc.DestBlend = kBlendFactorMap[uint32_t(rt.dest_blend)]; blend_desc.BlendOp = kBlendOpMap[uint32_t(rt.blend_op)]; blend_desc.SrcBlendAlpha = kBlendFactorMap[uint32_t(rt.src_blend_alpha)]; blend_desc.DestBlendAlpha = kBlendFactorMap[uint32_t(rt.dest_blend_alpha)]; blend_desc.BlendOpAlpha = kBlendOpMap[uint32_t(rt.blend_op_alpha)]; } blend_desc.RenderTargetWriteMask = rt.write_mask; } } // Disable rasterization if needed (parameter combinations that make no // difference when rasterization is disabled have already been handled in // GetCurrentStateDescription) the way it's disabled in Direct3D by design // (disabling a pixel shader and depth / stencil). // TODO(Triang3l): When it happens to be that a combination of parameters // (no host pixel shader and depth / stencil without ROV) would disable // rasterization when it's still needed (for occlusion query sample counting), // ensure rasterization happens (by binding an empty pixel shader, or maybe // via ForcedSampleCount when not using 2x MSAA - its requirements for // OMSetRenderTargets need some investigation though). if (description.cull_mode == PipelineCullMode::kDisableRasterization) { state_desc.PS.pShaderBytecode = nullptr; state_desc.PS.BytecodeLength = 0; state_desc.DepthStencilState.DepthEnable = FALSE; state_desc.DepthStencilState.StencilEnable = FALSE; } // Create the D3D12 pipeline state object. ID3D12Device* device = command_processor_.GetD3D12Provider().GetDevice(); ID3D12PipelineState* state; if (FAILED(device->CreateGraphicsPipelineState(&state_desc, IID_PPV_ARGS(&state)))) { if (runtime_description.pixel_shader != nullptr) { XELOGE("Failed to create graphics pipeline with VS {:016X}, PS {:016X}", runtime_description.vertex_shader->shader().ucode_data_hash(), runtime_description.pixel_shader->shader().ucode_data_hash()); } else { XELOGE("Failed to create graphics pipeline with VS {:016X}", runtime_description.vertex_shader->shader().ucode_data_hash()); } return nullptr; } std::wstring name; if (runtime_description.pixel_shader != nullptr) { name = fmt::format( L"VS {:016X}, PS {:016X}", runtime_description.vertex_shader->shader().ucode_data_hash(), runtime_description.pixel_shader->shader().ucode_data_hash()); } else { name = fmt::format( L"VS {:016X}", runtime_description.vertex_shader->shader().ucode_data_hash()); } state->SetName(name.c_str()); return state; } void PipelineCache::StorageWriteThread() { ShaderStoredHeader shader_header; // Don't leak anything in unused bits. std::memset(&shader_header, 0, sizeof(shader_header)); std::vector ucode_guest_endian; ucode_guest_endian.reserve(0xFFFF); bool flush_shaders = false; bool flush_pipelines = false; while (true) { if (flush_shaders) { flush_shaders = false; assert_not_null(shader_storage_file_); fflush(shader_storage_file_); } if (flush_pipelines) { flush_pipelines = false; assert_not_null(pipeline_storage_file_); fflush(pipeline_storage_file_); } const Shader* shader = nullptr; PipelineStoredDescription pipeline_description; bool write_pipeline = false; { std::unique_lock lock(storage_write_request_lock_); if (storage_write_thread_shutdown_) { return; } if (!storage_write_shader_queue_.empty()) { shader = storage_write_shader_queue_.front(); storage_write_shader_queue_.pop_front(); } else if (storage_write_flush_shaders_) { storage_write_flush_shaders_ = false; flush_shaders = true; } if (!storage_write_pipeline_queue_.empty()) { std::memcpy(&pipeline_description, &storage_write_pipeline_queue_.front(), sizeof(pipeline_description)); storage_write_pipeline_queue_.pop_front(); write_pipeline = true; } else if (storage_write_flush_pipelines_) { storage_write_flush_pipelines_ = false; flush_pipelines = true; } if (!shader && !write_pipeline) { storage_write_request_cond_.wait(lock); continue; } } if (shader) { shader_header.ucode_data_hash = shader->ucode_data_hash(); shader_header.ucode_dword_count = shader->ucode_dword_count(); shader_header.type = shader->type(); assert_not_null(shader_storage_file_); fwrite(&shader_header, sizeof(shader_header), 1, shader_storage_file_); if (shader_header.ucode_dword_count) { ucode_guest_endian.resize(shader_header.ucode_dword_count); // Need to swap because the hash is calculated for the shader with guest // endianness. xe::copy_and_swap(ucode_guest_endian.data(), shader->ucode_dwords(), shader_header.ucode_dword_count); fwrite(ucode_guest_endian.data(), shader_header.ucode_dword_count * sizeof(uint32_t), 1, shader_storage_file_); } } if (write_pipeline) { assert_not_null(pipeline_storage_file_); fwrite(&pipeline_description, sizeof(pipeline_description), 1, pipeline_storage_file_); } } } void PipelineCache::CreationThread(size_t thread_index) { while (true) { Pipeline* pipeline_to_create = nullptr; // Check if need to shut down or set the completion event and dequeue the // pipeline if there is any. { std::unique_lock lock(creation_request_lock_); if (thread_index >= creation_threads_shutdown_from_ || creation_queue_.empty()) { if (creation_completion_set_event_ && creation_threads_busy_ == 0) { // Last pipeline in the queue created - signal the event if requested. creation_completion_set_event_ = false; creation_completion_event_->Set(); } if (thread_index >= creation_threads_shutdown_from_) { return; } creation_request_cond_.wait(lock); continue; } // Take the pipeline from the queue and increment the busy thread count // until the pipeline is created - other threads must be able to dequeue // requests, but can't set the completion event until the pipelines are // fully created (rather than just started creating). pipeline_to_create = creation_queue_.front(); creation_queue_.pop_front(); ++creation_threads_busy_; } // Create the D3D12 pipeline state object. pipeline_to_create->state = CreateD3D12Pipeline(pipeline_to_create->description); // Pipeline created - the thread is not busy anymore, safe to set the // completion event if needed (at the next iteration, or in some other // thread). { std::lock_guard lock(creation_request_lock_); --creation_threads_busy_; } } } void PipelineCache::CreateQueuedPipelinesOnProcessorThread() { assert_false(creation_threads_.empty()); while (true) { Pipeline* pipeline_to_create; { std::lock_guard lock(creation_request_lock_); if (creation_queue_.empty()) { break; } pipeline_to_create = creation_queue_.front(); creation_queue_.pop_front(); } pipeline_to_create->state = CreateD3D12Pipeline(pipeline_to_create->description); } } } // namespace d3d12 } // namespace gpu } // namespace xe