Files
Xenia-Canary/src/xenia/gpu/vulkan/pipeline_cache.h
2019-11-08 09:10:51 -08:00

311 lines
11 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_PIPELINE_CACHE_H_
#define XENIA_GPU_VULKAN_PIPELINE_CACHE_H_
#include <unordered_map>
#include "third_party/xxhash/xxhash.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/spirv_shader_translator.h"
#include "xenia/gpu/vulkan/render_cache.h"
#include "xenia/gpu/vulkan/vulkan_shader.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/spirv/spirv_disassembler.h"
#include "xenia/ui/vulkan/vulkan.h"
#include "xenia/ui/vulkan/vulkan_device.h"
namespace xe {
namespace gpu {
namespace vulkan {
// Configures and caches pipelines based on render state.
// This is responsible for properly setting all state required for a draw
// including shaders, various blend/etc options, and input configuration.
class PipelineCache {
public:
enum class UpdateStatus {
kCompatible,
kMismatch,
kError,
};
PipelineCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device);
~PipelineCache();
VkResult Initialize(VkDescriptorSetLayout uniform_descriptor_set_layout,
VkDescriptorSetLayout texture_descriptor_set_layout,
VkDescriptorSetLayout vertex_descriptor_set_layout);
void Shutdown();
// Loads a shader from the cache, possibly translating it.
VulkanShader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address, uint32_t dword_count);
// Configures a pipeline using the current render state and the given render
// pass. If a previously available pipeline is available it will be used,
// otherwise a new one may be created. Any state that can be set dynamically
// in the command buffer is issued at this time.
// Returns whether the pipeline could be successfully created.
UpdateStatus ConfigurePipeline(VkCommandBuffer command_buffer,
const RenderState* render_state,
VulkanShader* vertex_shader,
VulkanShader* pixel_shader,
PrimitiveType primitive_type,
VkPipeline* pipeline_out);
// Sets required dynamic state on the command buffer.
// Only state that has changed since the last call will be set unless
// full_update is true.
bool SetDynamicState(VkCommandBuffer command_buffer, bool full_update);
// Pipeline layout shared by all pipelines.
VkPipelineLayout pipeline_layout() const { return pipeline_layout_; }
// Clears all cached content.
void ClearCache();
private:
// Creates or retrieves an existing pipeline for the currently configured
// state.
VkPipeline GetPipeline(const RenderState* render_state, uint64_t hash_key);
bool TranslateShader(VulkanShader* shader, reg::SQ_PROGRAM_CNTL cntl);
void DumpShaderDisasmAMD(VkPipeline pipeline);
void DumpShaderDisasmNV(const VkGraphicsPipelineCreateInfo& info);
// Gets a geometry shader used to emulate the given primitive type.
// Returns nullptr if the primitive doesn't need to be emulated.
VkShaderModule GetGeometryShader(PrimitiveType primitive_type,
bool is_line_mode);
RegisterFile* register_file_ = nullptr;
ui::vulkan::VulkanDevice* device_ = nullptr;
// Reusable shader translator.
std::unique_ptr<ShaderTranslator> shader_translator_ = nullptr;
// Disassembler used to get the SPIRV disasm. Only used in debug.
xe::ui::spirv::SpirvDisassembler disassembler_;
// All loaded shaders mapped by their guest hash key.
std::unordered_map<uint64_t, VulkanShader*> shader_map_;
// Vulkan pipeline cache, which in theory helps us out.
// This can be serialized to disk and reused, if we want.
VkPipelineCache pipeline_cache_ = nullptr;
// Layout used for all pipelines describing our uniforms, textures, and push
// constants.
VkPipelineLayout pipeline_layout_ = nullptr;
// Shared geometry shaders.
struct {
VkShaderModule line_quad_list;
VkShaderModule point_list;
VkShaderModule quad_list;
VkShaderModule rect_list;
} geometry_shaders_;
// Shared dummy pixel shader.
VkShaderModule dummy_pixel_shader_;
// Hash state used to incrementally produce pipeline hashes during update.
// By the time the full update pass has run the hash will represent the
// current state in a way that can uniquely identify the produced VkPipeline.
XXH64_state_t hash_state_;
// All previously generated pipelines mapped by hash.
std::unordered_map<uint64_t, VkPipeline> cached_pipelines_;
// Previously used pipeline. This matches our current state settings
// and allows us to quickly(ish) reuse the pipeline if no registers have
// changed.
VkPipeline current_pipeline_ = nullptr;
private:
UpdateStatus UpdateState(VulkanShader* vertex_shader,
VulkanShader* pixel_shader,
PrimitiveType primitive_type);
UpdateStatus UpdateRenderTargetState();
UpdateStatus UpdateShaderStages(VulkanShader* vertex_shader,
VulkanShader* pixel_shader,
PrimitiveType primitive_type);
UpdateStatus UpdateVertexInputState(VulkanShader* vertex_shader);
UpdateStatus UpdateInputAssemblyState(PrimitiveType primitive_type);
UpdateStatus UpdateViewportState();
UpdateStatus UpdateRasterizationState(PrimitiveType primitive_type);
UpdateStatus UpdateMultisampleState();
UpdateStatus UpdateDepthStencilState();
UpdateStatus UpdateColorBlendState();
bool SetShadowRegister(uint32_t* dest, uint32_t register_name);
bool SetShadowRegister(float* dest, uint32_t register_name);
bool SetShadowRegisterArray(uint32_t* dest, uint32_t num,
uint32_t register_name);
struct UpdateRenderTargetsRegisters {
uint32_t rb_modecontrol;
reg::RB_SURFACE_INFO rb_surface_info;
reg::RB_COLOR_INFO rb_color_info;
reg::RB_DEPTH_INFO rb_depth_info;
reg::RB_COLOR_INFO rb_color1_info;
reg::RB_COLOR_INFO rb_color2_info;
reg::RB_COLOR_INFO rb_color3_info;
uint32_t rb_color_mask;
uint32_t rb_depthcontrol;
uint32_t rb_stencilrefmask;
UpdateRenderTargetsRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_render_targets_regs_;
struct UpdateShaderStagesRegisters {
PrimitiveType primitive_type;
uint32_t pa_su_sc_mode_cntl;
reg::SQ_PROGRAM_CNTL sq_program_cntl;
VulkanShader* vertex_shader;
VulkanShader* pixel_shader;
UpdateShaderStagesRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_shader_stages_regs_;
VkPipelineShaderStageCreateInfo update_shader_stages_info_[3];
uint32_t update_shader_stages_stage_count_ = 0;
struct UpdateVertexInputStateRegisters {
VulkanShader* vertex_shader;
UpdateVertexInputStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_vertex_input_state_regs_;
VkPipelineVertexInputStateCreateInfo update_vertex_input_state_info_;
VkVertexInputBindingDescription update_vertex_input_state_binding_descrs_[32];
VkVertexInputAttributeDescription
update_vertex_input_state_attrib_descrs_[96];
struct UpdateInputAssemblyStateRegisters {
PrimitiveType primitive_type;
uint32_t pa_su_sc_mode_cntl;
uint32_t multi_prim_ib_reset_index;
UpdateInputAssemblyStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_input_assembly_state_regs_;
VkPipelineInputAssemblyStateCreateInfo update_input_assembly_state_info_;
struct UpdateViewportStateRegisters {
// uint32_t pa_cl_clip_cntl;
uint32_t rb_surface_info;
uint32_t pa_cl_vte_cntl;
uint32_t pa_su_sc_mode_cntl;
uint32_t pa_sc_window_offset;
uint32_t pa_sc_window_scissor_tl;
uint32_t pa_sc_window_scissor_br;
float pa_cl_vport_xoffset;
float pa_cl_vport_yoffset;
float pa_cl_vport_zoffset;
float pa_cl_vport_xscale;
float pa_cl_vport_yscale;
float pa_cl_vport_zscale;
UpdateViewportStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_viewport_state_regs_;
VkPipelineViewportStateCreateInfo update_viewport_state_info_;
struct UpdateRasterizationStateRegisters {
PrimitiveType primitive_type;
uint32_t pa_cl_clip_cntl;
uint32_t pa_su_sc_mode_cntl;
uint32_t pa_sc_screen_scissor_tl;
uint32_t pa_sc_screen_scissor_br;
uint32_t pa_sc_viz_query;
uint32_t pa_su_poly_offset_enable;
uint32_t multi_prim_ib_reset_index;
UpdateRasterizationStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_rasterization_state_regs_;
VkPipelineRasterizationStateCreateInfo update_rasterization_state_info_;
struct UpdateMultisampleStateeRegisters {
uint32_t pa_sc_aa_config;
uint32_t pa_su_sc_mode_cntl;
uint32_t rb_surface_info;
UpdateMultisampleStateeRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_multisample_state_regs_;
VkPipelineMultisampleStateCreateInfo update_multisample_state_info_;
struct UpdateDepthStencilStateRegisters {
uint32_t rb_depthcontrol;
uint32_t rb_stencilrefmask;
UpdateDepthStencilStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_depth_stencil_state_regs_;
VkPipelineDepthStencilStateCreateInfo update_depth_stencil_state_info_;
struct UpdateColorBlendStateRegisters {
uint32_t rb_color_mask;
uint32_t rb_blendcontrol[4];
uint32_t rb_modecontrol;
UpdateColorBlendStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_color_blend_state_regs_;
VkPipelineColorBlendStateCreateInfo update_color_blend_state_info_;
VkPipelineColorBlendAttachmentState update_color_blend_attachment_states_[4];
struct SetDynamicStateRegisters {
uint32_t pa_sc_window_offset;
uint32_t pa_su_sc_mode_cntl;
uint32_t pa_sc_window_scissor_tl;
uint32_t pa_sc_window_scissor_br;
uint32_t rb_surface_info;
uint32_t pa_su_sc_vtx_cntl;
// Bias is in Vulkan units because depth format may potentially effect it.
float pa_su_poly_offset_scale;
float pa_su_poly_offset_offset;
uint32_t pa_cl_vte_cntl;
float pa_cl_vport_xoffset;
float pa_cl_vport_yoffset;
float pa_cl_vport_zoffset;
float pa_cl_vport_xscale;
float pa_cl_vport_yscale;
float pa_cl_vport_zscale;
float rb_blend_rgba[4];
uint32_t rb_stencilrefmask;
reg::SQ_PROGRAM_CNTL sq_program_cntl;
uint32_t sq_context_misc;
uint32_t rb_colorcontrol;
reg::RB_COLOR_INFO rb_color_info;
reg::RB_COLOR_INFO rb_color1_info;
reg::RB_COLOR_INFO rb_color2_info;
reg::RB_COLOR_INFO rb_color3_info;
float rb_alpha_ref;
uint32_t pa_su_point_size;
SetDynamicStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} set_dynamic_state_registers_;
};
} // namespace vulkan
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VULKAN_PIPELINE_CACHE_H_