Files
Xenia-Canary/src/xenia/gpu/d3d12/d3d12_command_processor.cc
2018-08-01 13:26:39 +03:00

1190 lines
47 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include <algorithm>
#include <cstring>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/xenos.h"
namespace xe {
namespace gpu {
namespace d3d12 {
D3D12CommandProcessor::D3D12CommandProcessor(
D3D12GraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state) {}
D3D12CommandProcessor::~D3D12CommandProcessor() = default;
void D3D12CommandProcessor::ClearCaches() {
CommandProcessor::ClearCaches();
cache_clear_requested_ = true;
}
ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader) {
assert_true(vertex_shader->is_translated());
assert_true(pixel_shader == nullptr || pixel_shader->is_translated());
uint32_t pixel_textures =
pixel_shader != nullptr ? pixel_shader->GetTextureSRVCount() : 0;
uint32_t pixel_samplers =
pixel_shader != nullptr ? pixel_shader->GetSamplerCount() : 0;
uint32_t vertex_textures = vertex_shader->GetTextureSRVCount();
uint32_t vertex_samplers = vertex_shader->GetSamplerCount();
// Max 96 textures (if all kinds of tfetch instructions are used for all fetch
// registers) and 32 samplers (one sampler per used fetch), but different
// shader stages have different texture sets.
uint32_t index = pixel_textures | (pixel_samplers << 7) |
(vertex_textures << 12) | (vertex_samplers << 19);
// Try an existing root signature.
auto it = root_signatures_.find(index);
if (it != root_signatures_.end()) {
return it->second;
}
// Create a new one.
D3D12_ROOT_SIGNATURE_DESC desc;
D3D12_ROOT_PARAMETER parameters[kRootParameter_Count_TwoStageTextures];
D3D12_DESCRIPTOR_RANGE ranges[kRootParameter_Count_TwoStageTextures];
desc.NumParameters = kRootParameter_Count_NoTextures;
desc.pParameters = parameters;
desc.NumStaticSamplers = 0;
desc.pStaticSamplers = nullptr;
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
// Fetch constants.
{
auto& parameter = parameters[kRootParameter_FetchConstants];
auto& range = ranges[kRootParameter_FetchConstants];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 1;
range.BaseShaderRegister = 10;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Vertex float constants.
{
auto& parameter = parameters[kRootParameter_VertexFloatConstants];
auto& range = ranges[kRootParameter_VertexFloatConstants];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 8;
range.BaseShaderRegister = 2;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Pixel float constants.
{
auto& parameter = parameters[kRootParameter_PixelFloatConstants];
auto& range = ranges[kRootParameter_PixelFloatConstants];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 8;
range.BaseShaderRegister = 2;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Common constants - system and loop/bool.
{
auto& parameter = parameters[kRootParameter_CommonConstants];
auto& range = ranges[kRootParameter_CommonConstants];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
range.NumDescriptors = 2;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Shared memory.
{
auto& parameter = parameters[kRootParameter_SharedMemory];
auto& range = ranges[kRootParameter_SharedMemory];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = 1;
range.BaseShaderRegister = 0;
range.RegisterSpace = 1;
range.OffsetInDescriptorsFromTableStart = 0;
}
if (pixel_textures > 0 || vertex_textures > 0) {
desc.NumParameters = kRootParameter_Count_OneStageTextures;
// Pixel or vertex textures.
{
auto& parameter = parameters[kRootParameter_PixelOrVertexTextures];
auto& range = ranges[kRootParameter_PixelOrVertexTextures];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
if (pixel_textures > 0) {
assert_true(pixel_samplers > 0);
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.NumDescriptors = pixel_textures;
} else {
assert_true(vertex_samplers > 0);
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.NumDescriptors = vertex_textures;
}
}
// Pixel or vertex samplers.
{
auto& parameter = parameters[kRootParameter_PixelOrVertexSamplers];
auto& range = ranges[kRootParameter_PixelOrVertexSamplers];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
if (pixel_samplers > 0) {
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
range.NumDescriptors = pixel_samplers;
} else {
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.NumDescriptors = vertex_samplers;
}
}
if (pixel_textures > 0 && vertex_textures > 0) {
assert_true(vertex_samplers > 0);
desc.NumParameters = kRootParameter_Count_TwoStageTextures;
// Vertex textures.
{
auto& parameter = parameters[kRootParameter_VertexTextures];
auto& range = ranges[kRootParameter_VertexTextures];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.NumDescriptors = vertex_textures;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
// Vertex samplers.
{
auto& parameter = parameters[kRootParameter_VertexSamplers];
auto& range = ranges[kRootParameter_VertexSamplers];
parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
parameter.DescriptorTable.NumDescriptorRanges = 1;
parameter.DescriptorTable.pDescriptorRanges = &range;
parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
range.NumDescriptors = vertex_samplers;
range.BaseShaderRegister = 0;
range.RegisterSpace = 0;
range.OffsetInDescriptorsFromTableStart = 0;
}
}
}
ID3DBlob* blob;
ID3DBlob* error_blob = nullptr;
if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1,
&blob, &error_blob))) {
XELOGE(
"Failed to serialize a root signature with %u pixel textures, %u "
"pixel samplers, %u vertex textures and %u vertex samplers",
pixel_textures, pixel_samplers, vertex_textures, vertex_samplers);
if (error_blob != nullptr) {
XELOGE("%s",
reinterpret_cast<const char*>(error_blob->GetBufferPointer()));
error_blob->Release();
}
return nullptr;
}
if (error_blob != nullptr) {
error_blob->Release();
}
auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice();
ID3D12RootSignature* root_signature;
if (FAILED(device->CreateRootSignature(0, blob->GetBufferPointer(),
blob->GetBufferSize(),
IID_PPV_ARGS(&root_signature)))) {
XELOGE(
"Failed to create a root signature with %u pixel textures, %u pixel "
"samplers, %u vertex textures and %u vertex samplers",
pixel_textures, pixel_samplers, vertex_textures, vertex_samplers);
blob->Release();
return nullptr;
}
blob->Release();
root_signatures_.insert({index, root_signature});
return root_signature;
}
uint64_t D3D12CommandProcessor::RequestViewDescriptors(
uint64_t previous_full_update, uint32_t count_for_partial_update,
uint32_t count_for_full_update, D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out,
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) {
uint32_t descriptor_index;
uint64_t current_full_update =
view_heap_pool_->Request(previous_full_update, count_for_partial_update,
count_for_full_update, descriptor_index);
if (current_full_update == 0) {
// There was an error.
return 0;
}
ID3D12DescriptorHeap* heap = view_heap_pool_->GetLastRequestHeap();
if (current_view_heap_ != heap) {
// Bind the new descriptor heaps if needed.
current_view_heap_ = heap;
ID3D12DescriptorHeap* heaps[2];
uint32_t heap_count = 0;
heaps[heap_count++] = heap;
if (current_sampler_heap_ != nullptr) {
heaps[heap_count++] = current_sampler_heap_;
}
command_lists_[current_queue_frame_]->GetCommandList()->SetDescriptorHeaps(
heap_count, heaps);
}
uint32_t descriptor_offset =
descriptor_index *
GetD3D12Context()->GetD3D12Provider()->GetDescriptorSizeView();
cpu_handle_out.ptr =
view_heap_pool_->GetLastRequestHeapCPUStart().ptr + descriptor_offset;
gpu_handle_out.ptr =
view_heap_pool_->GetLastRequestHeapGPUStart().ptr + descriptor_offset;
return current_full_update;
}
uint64_t D3D12CommandProcessor::RequestSamplerDescriptors(
uint64_t previous_full_update, uint32_t count_for_partial_update,
uint32_t count_for_full_update, D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out,
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) {
uint32_t descriptor_index;
uint64_t current_full_update = sampler_heap_pool_->Request(
previous_full_update, count_for_partial_update, count_for_full_update,
descriptor_index);
if (current_full_update == 0) {
// There was an error.
return 0;
}
ID3D12DescriptorHeap* heap = sampler_heap_pool_->GetLastRequestHeap();
if (current_sampler_heap_ != heap) {
// Bind the new descriptor heaps if needed.
current_sampler_heap_ = heap;
ID3D12DescriptorHeap* heaps[2];
uint32_t heap_count = 0;
heaps[heap_count++] = heap;
if (current_view_heap_ != nullptr) {
heaps[heap_count++] = current_view_heap_;
}
command_lists_[current_queue_frame_]->GetCommandList()->SetDescriptorHeaps(
heap_count, heaps);
}
uint32_t descriptor_offset =
descriptor_index *
GetD3D12Context()->GetD3D12Provider()->GetDescriptorSizeSampler();
cpu_handle_out.ptr =
view_heap_pool_->GetLastRequestHeapCPUStart().ptr + descriptor_offset;
gpu_handle_out.ptr =
view_heap_pool_->GetLastRequestHeapGPUStart().ptr + descriptor_offset;
return current_full_update;
}
bool D3D12CommandProcessor::SetupContext() {
if (!CommandProcessor::SetupContext()) {
XELOGE("Failed to initialize base command processor context");
return false;
}
auto context = GetD3D12Context();
auto provider = context->GetD3D12Provider();
auto device = provider->GetDevice();
auto direct_queue = provider->GetDirectQueue();
for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) {
command_lists_setup_[i] = ui::d3d12::CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
command_lists_[i] = ui::d3d12::CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
if (command_lists_setup_[i] == nullptr || command_lists_[i] == nullptr) {
XELOGE("Failed to create the command lists");
return false;
}
}
constant_buffer_pool_ =
std::make_unique<ui::d3d12::UploadBufferPool>(context, 1024 * 1024);
view_heap_pool_ = std::make_unique<ui::d3d12::DescriptorHeapPool>(
context, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 32768);
// Can't create a shader-visible heap with more than 2048 samplers.
sampler_heap_pool_ = std::make_unique<ui::d3d12::DescriptorHeapPool>(
context, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
shared_memory_ = std::make_unique<SharedMemory>(memory_, context);
if (!shared_memory_->Initialize()) {
XELOGE("Failed to initialize shared memory");
return false;
}
pipeline_cache_ =
std::make_unique<PipelineCache>(this, register_file_, context);
return true;
}
void D3D12CommandProcessor::ShutdownContext() {
auto context = GetD3D12Context();
context->AwaitAllFramesCompletion();
sampler_heap_pool_.reset();
view_heap_pool_.reset();
constant_buffer_pool_.reset();
pipeline_cache_.reset();
// Root signatured are used by pipelines, thus freed after the pipelines.
for (auto it : root_signatures_) {
it.second->Release();
}
root_signatures_.clear();
shared_memory_.reset();
for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) {
command_lists_[i].reset();
command_lists_setup_[i].reset();
}
CommandProcessor::ShutdownContext();
}
void D3D12CommandProcessor::WriteRegister(uint32_t index, uint32_t value) {
CommandProcessor::WriteRegister(index, value);
if (index >= XE_GPU_REG_SHADER_CONSTANT_000_X &&
index <= XE_GPU_REG_SHADER_CONSTANT_511_W) {
uint32_t component_index = index - XE_GPU_REG_SHADER_CONSTANT_000_X;
cbuffer_bindings_float_[component_index >> 7].up_to_date = false;
} else if (index >= XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 &&
index <= XE_GPU_REG_SHADER_CONSTANT_LOOP_31) {
cbuffer_bindings_bool_loop_.up_to_date = false;
} else if (index >= XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 &&
index <= XE_GPU_REG_SHADER_CONSTANT_FETCH_31_5) {
cbuffer_bindings_fetch_.up_to_date = false;
}
}
void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {
SCOPE_profile_cpu_f("gpu");
EndFrame();
if (cache_clear_requested_) {
cache_clear_requested_ = false;
GetD3D12Context()->AwaitAllFramesCompletion();
sampler_heap_pool_->ClearCache();
view_heap_pool_->ClearCache();
constant_buffer_pool_->ClearCache();
pipeline_cache_->ClearCache();
for (auto it : root_signatures_) {
it.second->Release();
}
root_signatures_.clear();
// TODO(Triang3l): Shared memory cache clear.
// shared_memory_->ClearCache();
}
}
Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
return pipeline_cache_->LoadShader(shader_type, guest_address, host_address,
dword_count);
}
bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice();
auto& regs = *register_file_;
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
auto enable_mode = static_cast<xenos::ModeControl>(
regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7);
if (enable_mode == xenos::ModeControl::kIgnore) {
// Ignored.
return true;
} else if (enable_mode == xenos::ModeControl::kCopy) {
// Special copy handling.
return IssueCopy();
}
if ((regs[XE_GPU_REG_RB_SURFACE_INFO].u32 & 0x3FFF) == 0) {
// Doesn't actually draw.
return true;
}
if ((regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & 0x3) == 0x3 &&
primitive_type != PrimitiveType::kPointList &&
primitive_type != PrimitiveType::kRectangleList) {
// Both sides are culled - can't reproduce this with rasterizer state.
return true;
}
bool indexed = index_buffer_info != nullptr && index_buffer_info->guest_base;
if (indexed && regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 21)) {
uint32_t reset_index = regs[XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX].u32;
uint32_t reset_index_expected;
if (index_buffer_info->format == IndexFormat::kInt32) {
reset_index_expected = 0xFFFFFFFFu;
} else {
reset_index_expected = 0xFFFFu;
}
if (reset_index != reset_index_expected) {
// Only 0xFFFF and 0xFFFFFFFF primitive restart indices are supported by
// Direct3D 12 (endianness doesn't matter for them). However, Direct3D 9
// uses 0xFFFF as the reset index. With shared memory, it's impossible to
// replace the cut index in the buffer without affecting the game memory.
XELOGE(
"The game uses the primitive restart index 0x%X that isn't 0xFFFF or "
"0xFFFFFFFF. Report the game to Xenia developers so geometry shaders "
"will be added to handle this!",
reset_index);
assert_always();
return false;
}
}
// Shaders will have already been defined by previous loads.
// We need them to do just about anything so validate here.
auto vertex_shader = static_cast<D3D12Shader*>(active_vertex_shader());
auto pixel_shader = static_cast<D3D12Shader*>(active_pixel_shader());
if (!vertex_shader) {
// Always need a vertex shader.
return false;
}
// Depth-only mode doesn't need a pixel shader.
if (enable_mode == xenos::ModeControl::kDepth) {
pixel_shader = nullptr;
} else if (!pixel_shader) {
// Need a pixel shader in normal color mode.
return true;
}
bool new_frame = BeginFrame();
ID3D12GraphicsCommandList* command_list =
command_lists_[current_queue_frame_]->GetCommandList();
// Set the primitive topology.
D3D_PRIMITIVE_TOPOLOGY primitive_topology;
switch (primitive_type) {
case PrimitiveType::kLineList:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case PrimitiveType::kLineStrip:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
break;
case PrimitiveType::kTriangleList:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case PrimitiveType::kTriangleStrip:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
default:
return false;
}
if (primitive_topology_ != primitive_topology) {
primitive_topology_ = primitive_topology;
command_list->IASetPrimitiveTopology(primitive_topology);
}
// Get the pipeline and translate the shaders so used textures are known.
ID3D12PipelineState* pipeline;
ID3D12RootSignature* root_signature;
auto pipeline_status = pipeline_cache_->ConfigurePipeline(
vertex_shader, pixel_shader, primitive_type,
indexed ? index_buffer_info->format : IndexFormat::kInt16, &pipeline,
&root_signature);
if (pipeline_status == PipelineCache::UpdateStatus::kError) {
return false;
}
// Update viewport, scissor, blend factor and stencil reference.
UpdateFixedFunctionState(command_list);
// Bind the pipeline.
if (current_pipeline_ != pipeline) {
current_pipeline_ = pipeline;
command_list->SetPipelineState(pipeline);
}
// Update system constants before uploading them.
UpdateSystemConstantValues(indexed ? index_buffer_info->endianness
: Endian::kUnspecified);
// Update constant buffers, descriptors and root parameters.
if (!UpdateBindings(command_list, vertex_shader, pixel_shader,
root_signature)) {
return false;
}
// Ensure vertex and index buffers are resident and draw.
// TODO(Triang3l): Cache residency for ranges in a way similar to how texture
// validity will be tracked.
shared_memory_->UseForReading(command_list);
uint64_t vertex_buffers_resident[2] = {};
for (const auto& vertex_binding : vertex_shader->vertex_bindings()) {
uint32_t vfetch_index = vertex_binding.fetch_constant;
if (vertex_buffers_resident[vfetch_index >> 6] &
(1ull << (vfetch_index & 63))) {
continue;
}
uint32_t vfetch_constant_index =
XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + vfetch_index * 2;
if ((regs[vfetch_constant_index].u32 & 0x3) != 3) {
XELOGE("Vertex fetch type is not 3!");
assert_always();
return false;
}
shared_memory_->UseRange(regs[vfetch_constant_index].u32 & 0x1FFFFFFC,
regs[vfetch_constant_index + 1].u32 & 0x3FFFFFC);
vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63);
}
if (indexed) {
uint32_t index_base = index_buffer_info->guest_base & 0x1FFFFFFF;
uint32_t index_size = index_buffer_info->format == IndexFormat::kInt32
? sizeof(uint32_t)
: sizeof(uint16_t);
index_base &= ~(index_size - 1);
uint32_t index_buffer_size = index_buffer_info->count * index_size;
shared_memory_->UseRange(index_base, index_buffer_size);
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.BufferLocation =
shared_memory_->GetGPUAddress() + index_base;
index_buffer_view.SizeInBytes = index_buffer_size;
index_buffer_view.Format = index_buffer_info->format == IndexFormat::kInt32
? DXGI_FORMAT_R32_UINT
: DXGI_FORMAT_R16_UINT;
command_list->IASetIndexBuffer(&index_buffer_view);
command_list->DrawIndexedInstanced(index_count, 1, 0, 0, 0);
} else {
command_list->DrawInstanced(index_count, 1, 0, 0);
}
return true;
}
bool D3D12CommandProcessor::IssueCopy() { return true; }
bool D3D12CommandProcessor::BeginFrame() {
if (current_queue_frame_ != UINT32_MAX) {
return false;
}
auto context = GetD3D12Context();
context->BeginSwap();
current_queue_frame_ = context->GetCurrentQueueFrame();
// Reset fixed-function state.
ff_viewport_update_needed_ = true;
ff_scissor_update_needed_ = true;
ff_blend_factor_update_needed_ = true;
ff_stencil_ref_update_needed_ = true;
// Reset bindings, particularly because the buffers backing them are recycled.
current_pipeline_ = nullptr;
current_graphics_root_signature_ = nullptr;
current_graphics_root_up_to_date_ = 0;
current_view_heap_ = nullptr;
current_sampler_heap_ = nullptr;
cbuffer_bindings_system_.up_to_date = false;
for (uint32_t i = 0; i < xe::countof(cbuffer_bindings_float_); ++i) {
cbuffer_bindings_float_[i].up_to_date = false;
}
cbuffer_bindings_bool_loop_.up_to_date = false;
cbuffer_bindings_fetch_.up_to_date = false;
draw_view_full_update_ = 0;
draw_sampler_full_update_ = 0;
primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
command_lists_setup_[current_queue_frame_]->BeginRecording();
command_lists_[current_queue_frame_]->BeginRecording();
constant_buffer_pool_->BeginFrame();
view_heap_pool_->BeginFrame();
sampler_heap_pool_->BeginFrame();
shared_memory_->BeginFrame();
return true;
}
bool D3D12CommandProcessor::EndFrame() {
if (current_queue_frame_ == UINT32_MAX) {
return false;
}
auto command_list_setup = command_lists_setup_[current_queue_frame_].get();
auto command_list = command_lists_[current_queue_frame_].get();
bool setup_written = shared_memory_->EndFrame(
command_list_setup->GetCommandList(), command_list->GetCommandList());
if (setup_written) {
command_list_setup->Execute();
} else {
command_list_setup->AbortRecording();
}
command_list->Execute();
sampler_heap_pool_->EndFrame();
view_heap_pool_->EndFrame();
constant_buffer_pool_->EndFrame();
auto context = GetD3D12Context();
context->EndSwap();
current_queue_frame_ = UINT32_MAX;
return true;
}
void D3D12CommandProcessor::UpdateFixedFunctionState(
ID3D12GraphicsCommandList* command_list) {
auto& regs = *register_file_;
// Window parameters.
// http://ftp.tku.edu.tw/NetBSD/NetBSD-current/xsrc/external/mit/xf86-video-ati/dist/src/r600_reg_auto_r6xx.h
// See r200UpdateWindow:
// https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
uint32_t pa_sc_window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
int16_t window_offset_x = pa_sc_window_offset & 0x7FFF;
int16_t window_offset_y = (pa_sc_window_offset >> 16) & 0x7FFF;
if (window_offset_x & 0x4000) {
window_offset_x |= 0x8000;
}
if (window_offset_y & 0x4000) {
window_offset_y |= 0x8000;
}
// Supersampling replacing multisampling due to difficulties of emulating
// EDRAM with multisampling.
MsaaSamples msaa_samples =
MsaaSamples((regs[XE_GPU_REG_RB_SURFACE_INFO].u32 >> 16) & 0x3);
uint32_t ssaa_scale_x = msaa_samples >= MsaaSamples::k4X ? 2 : 1;
uint32_t ssaa_scale_y = msaa_samples >= MsaaSamples::k2X ? 2 : 1;
// Viewport.
// PA_CL_VTE_CNTL contains whether offsets and scales are enabled.
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
// In games, either all are enabled (for regular drawing) or none are (for
// rectangle lists usually).
//
// If scale/offset is enabled, the Xenos shader is writing (neglecting W
// division) position in the NDC (-1, -1, dx_clip_space_def - 1) -> (1, 1, 1)
// box. If it's not, the position is in screen space. Since we can only use
// the NDC in PC APIs, we use a viewport of the largest possible size, and
// divide the position by it in translated shaders.
uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
float viewport_scale_x = (pa_cl_vte_cntl & (1 << 0))
? regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32
: 1280.0f;
float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2))
? -regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32
: -1280.0f;
// TODO(Triang3l): Investigate how unnormalized coordinates should work when
// using a D24FS8 depth buffer. A 20e4 buffer can store values up to
// 511.99985, however, in the depth buffer, something like 1/z is stored, and
// if the shader writes 1/511.99985, it probably won't become 1 in the depth
// buffer. Unnormalized coordinates are mostly used when clearing both depth
// and color to 0 though.
float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4))
? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
: 1.0f;
float viewport_offset_x = (pa_cl_vte_cntl & (1 << 1))
? regs[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32
: viewport_scale_x;
float viewport_offset_y = (pa_cl_vte_cntl & (1 << 3))
? regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32
: viewport_scale_y;
float viewport_offset_z = (pa_cl_vte_cntl & (1 << 5))
? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32
: 0.0f;
if (regs[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 16)) {
viewport_offset_x += float(window_offset_x);
viewport_offset_y += float(window_offset_y);
}
D3D12_VIEWPORT viewport;
viewport.TopLeftX =
(viewport_offset_x - viewport_scale_x) * float(ssaa_scale_x);
viewport.TopLeftY =
(viewport_offset_y - viewport_scale_y) * float(ssaa_scale_y);
viewport.Width = viewport_scale_x * 2.0f * float(ssaa_scale_x);
viewport.Height = viewport_scale_y * 2.0f * float(ssaa_scale_y);
viewport.MinDepth = viewport_offset_z;
viewport.MaxDepth = viewport_offset_z + viewport_scale_z;
ff_viewport_update_needed_ |= ff_viewport_.TopLeftX != viewport.TopLeftX;
ff_viewport_update_needed_ |= ff_viewport_.TopLeftY != viewport.TopLeftY;
ff_viewport_update_needed_ |= ff_viewport_.Width != viewport.Width;
ff_viewport_update_needed_ |= ff_viewport_.Height != viewport.Height;
ff_viewport_update_needed_ |= ff_viewport_.MinDepth != viewport.MinDepth;
ff_viewport_update_needed_ |= ff_viewport_.MaxDepth != viewport.MaxDepth;
if (ff_viewport_update_needed_) {
ff_viewport_ = viewport;
command_list->RSSetViewports(1, &viewport);
ff_viewport_update_needed_ = false;
}
// Scissor.
uint32_t pa_sc_window_scissor_tl =
regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
uint32_t pa_sc_window_scissor_br =
regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
D3D12_RECT scissor;
scissor.left = pa_sc_window_scissor_tl & 0x7FFF;
scissor.top = (pa_sc_window_scissor_tl >> 16) & 0x7FFF;
scissor.right = pa_sc_window_scissor_br & 0x7FFF;
scissor.bottom = (pa_sc_window_scissor_br >> 16) & 0x7FFF;
if (!(pa_sc_window_scissor_tl & (1u << 31))) {
// !WINDOW_OFFSET_DISABLE.
scissor.left = std::max(scissor.left + window_offset_x, LONG(0));
scissor.top = std::max(scissor.top + window_offset_y, LONG(0));
scissor.right = std::max(scissor.right + window_offset_x, LONG(0));
scissor.bottom = std::max(scissor.bottom + window_offset_y, LONG(0));
}
scissor.left *= ssaa_scale_x;
scissor.top *= ssaa_scale_y;
scissor.right *= ssaa_scale_x;
scissor.bottom *= ssaa_scale_y;
ff_scissor_update_needed_ |= ff_scissor_.left != scissor.left;
ff_scissor_update_needed_ |= ff_scissor_.top != scissor.top;
ff_scissor_update_needed_ |= ff_scissor_.right != scissor.right;
ff_scissor_update_needed_ |= ff_scissor_.bottom != scissor.bottom;
if (ff_scissor_update_needed_) {
ff_scissor_ = scissor;
command_list->RSSetScissorRects(1, &scissor);
ff_scissor_update_needed_ = false;
}
// Blend factor.
ff_blend_factor_update_needed_ |=
ff_blend_factor_[0] != regs[XE_GPU_REG_RB_BLEND_RED].f32;
ff_blend_factor_update_needed_ |=
ff_blend_factor_[1] != regs[XE_GPU_REG_RB_BLEND_GREEN].f32;
ff_blend_factor_update_needed_ |=
ff_blend_factor_[2] != regs[XE_GPU_REG_RB_BLEND_BLUE].f32;
ff_blend_factor_update_needed_ |=
ff_blend_factor_[3] != regs[XE_GPU_REG_RB_BLEND_ALPHA].f32;
if (ff_blend_factor_update_needed_) {
ff_blend_factor_[0] = regs[XE_GPU_REG_RB_BLEND_RED].f32;
ff_blend_factor_[1] = regs[XE_GPU_REG_RB_BLEND_GREEN].f32;
ff_blend_factor_[2] = regs[XE_GPU_REG_RB_BLEND_BLUE].f32;
ff_blend_factor_[3] = regs[XE_GPU_REG_RB_BLEND_ALPHA].f32;
command_list->OMSetBlendFactor(ff_blend_factor_);
ff_blend_factor_update_needed_ = false;
}
// Stencil reference value.
uint32_t stencil_ref = regs[XE_GPU_REG_RB_STENCILREFMASK].u32 & 0xFF;
ff_stencil_ref_update_needed_ |= ff_stencil_ref_ != stencil_ref;
if (ff_stencil_ref_update_needed_) {
ff_stencil_ref_ = stencil_ref;
command_list->OMSetStencilRef(stencil_ref);
ff_stencil_ref_update_needed_ = false;
}
}
void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
auto& regs = *register_file_;
uint32_t vgt_indx_offset = regs[XE_GPU_REG_VGT_INDX_OFFSET].u32;
uint32_t pa_cl_vte_cntl = regs[XE_GPU_REG_PA_CL_VTE_CNTL].u32;
uint32_t pa_cl_clip_cntl = regs[XE_GPU_REG_PA_CL_CLIP_CNTL].u32;
uint32_t pa_su_vtx_cntl = regs[XE_GPU_REG_PA_SU_VTX_CNTL].u32;
uint32_t sq_program_cntl = regs[XE_GPU_REG_SQ_PROGRAM_CNTL].u32;
uint32_t sq_context_misc = regs[XE_GPU_REG_SQ_CONTEXT_MISC].u32;
uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
bool dirty = false;
// Vertex index offset.
dirty |= system_constants_.vertex_base_index != vgt_indx_offset;
system_constants_.vertex_base_index = vgt_indx_offset;
// Index buffer endianness.
dirty |= system_constants_.vertex_index_endian != uint32_t(index_endian);
system_constants_.vertex_index_endian = uint32_t(index_endian);
// W0 division control.
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
// VTX_XY_FMT = true: the incoming XY have already been multiplied by 1/W0.
// = false: multiply the X, Y coordinates by 1/W0.
// VTX_Z_FMT = true: the incoming Z has already been multiplied by 1/W0.
// = false: multiply the Z coordinate by 1/W0.
// VTX_W0_FMT = true: the incoming W0 is not 1/W0. Perform the reciprocal to
// get 1/W0.
float vtx_xy_fmt = (pa_cl_vte_cntl & (1 << 8)) ? 1.0f : 0.0f;
float vtx_z_fmt = (pa_cl_vte_cntl & (1 << 9)) ? 1.0f : 0.0f;
float vtx_w0_fmt = (pa_cl_vte_cntl & (1 << 10)) ? 1.0f : 0.0f;
dirty |= system_constants_.mul_rcp_w[0] != vtx_xy_fmt;
dirty |= system_constants_.mul_rcp_w[1] != vtx_z_fmt;
dirty |= system_constants_.mul_rcp_w[2] != vtx_w0_fmt;
system_constants_.mul_rcp_w[0] = vtx_xy_fmt;
system_constants_.mul_rcp_w[1] = vtx_z_fmt;
system_constants_.mul_rcp_w[2] = vtx_w0_fmt;
// Conversion to Direct3D 12 normalized device coordinates.
// See viewport configuration in UpdateFixedFunctionState for explanations.
// X and Y scale/offset is to convert unnormalized coordinates generated by
// shaders (for rectangle list drawing, for instance) to the 2560x2560
// viewport that is used to emulate unnormalized coordinates.
// Z scale/offset is to convert from OpenGL NDC to Direct3D NDC if needed.
// Also apply half-pixel offset to reproduce Direct3D 9 rasterization rules.
// TODO(Triang3l): Check if pixel coordinates need to offset depending on a
// different register (and if there's such register at all).
bool gl_clip_space_def =
!(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4));
float ndc_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? 1.0f : 1.0f / 1280.0f;
float ndc_scale_y = (pa_cl_vte_cntl & (1 << 2)) ? 1.0f : 1.0f / 1280.0f;
float ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f;
float ndc_offset_x = (pa_cl_vte_cntl & (1 << 1)) ? 0.0f : -1.0f;
float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? 0.0f : -1.0f;
float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
float pixel_half_pixel_offset = 0.0f;
if (!(pa_su_vtx_cntl & (1 << 0))) {
if (pa_cl_vte_cntl & (1 << 0)) {
float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32;
if (viewport_scale_x != 0.0f) {
ndc_offset_x -= 0.5f / viewport_scale_x;
}
} else {
ndc_offset_x -= 1.0f / 2560.0f;
}
if (pa_cl_vte_cntl & (1 << 2)) {
float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
if (viewport_scale_y != 0.0f) {
ndc_offset_y -= 0.5f / viewport_scale_y;
}
} else {
ndc_offset_y -= 1.0f / 2560.0f;
}
pixel_half_pixel_offset = -0.5f;
}
dirty |= system_constants_.ndc_scale[0] != ndc_scale_x;
dirty |= system_constants_.ndc_scale[1] != ndc_scale_y;
dirty |= system_constants_.ndc_scale[2] != ndc_scale_z;
dirty |= system_constants_.ndc_offset[0] != ndc_offset_x;
dirty |= system_constants_.ndc_offset[1] != ndc_offset_y;
dirty |= system_constants_.ndc_offset[2] != ndc_offset_z;
dirty |= system_constants_.pixel_half_pixel_offset != pixel_half_pixel_offset;
system_constants_.ndc_scale[0] = ndc_scale_x;
system_constants_.ndc_scale[1] = ndc_scale_y;
system_constants_.ndc_scale[2] = ndc_scale_z;
system_constants_.ndc_offset[0] = ndc_offset_x;
system_constants_.ndc_offset[1] = ndc_offset_y;
system_constants_.ndc_offset[2] = ndc_offset_z;
system_constants_.pixel_half_pixel_offset = pixel_half_pixel_offset;
// Pixel position register.
uint32_t pixel_pos_reg =
(sq_program_cntl & (1 << 18)) ? (sq_context_misc >> 8) & 0xFF : UINT_MAX;
dirty |= system_constants_.pixel_pos_reg != pixel_pos_reg;
system_constants_.pixel_pos_reg = pixel_pos_reg;
// Supersampling anti-aliasing pixel scale inverse for pixel positions.
MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3);
float ssaa_inv_scale_x = msaa_samples >= MsaaSamples::k4X ? 0.5f : 1.0f;
float ssaa_inv_scale_y = msaa_samples >= MsaaSamples::k2X ? 0.5f : 1.0f;
dirty |= system_constants_.ssaa_inv_scale[0] != ssaa_inv_scale_x;
dirty |= system_constants_.ssaa_inv_scale[1] != ssaa_inv_scale_y;
system_constants_.ssaa_inv_scale[0] = ssaa_inv_scale_x;
system_constants_.ssaa_inv_scale[1] = ssaa_inv_scale_y;
// TODO(Triang3l): Whether textures are 3D or stacked.
cbuffer_bindings_system_.up_to_date &= dirty;
}
bool D3D12CommandProcessor::UpdateBindings(
ID3D12GraphicsCommandList* command_list, const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) {
auto provider = GetD3D12Context()->GetD3D12Provider();
auto device = provider->GetDevice();
auto& regs = *register_file_;
// Bind the new root signature.
if (current_graphics_root_signature_ != root_signature) {
current_graphics_root_signature_ = root_signature;
// We don't know which root parameters are up to date anymore.
current_graphics_root_up_to_date_ = 0;
command_list->SetGraphicsRootSignature(root_signature);
}
// Begin updating descriptors.
bool write_common_constant_views = false;
bool write_vertex_float_constant_views = false;
bool write_pixel_float_constant_views = false;
bool write_fetch_constant_view = false;
// Update constant buffers.
// TODO(Triang3l): Update the system constant buffer - will crash without it.
if (!cbuffer_bindings_system_.up_to_date) {
uint8_t* system_constants = constant_buffer_pool_->RequestFull(
xe::align(uint32_t(sizeof(system_constants_)), 256u), nullptr, nullptr,
&cbuffer_bindings_system_.buffer_address);
if (system_constants == nullptr) {
return false;
}
std::memcpy(system_constants, &system_constants_,
sizeof(system_constants_));
cbuffer_bindings_system_.up_to_date = true;
write_common_constant_views = true;
}
if (!cbuffer_bindings_bool_loop_.up_to_date) {
uint32_t* bool_loop_constants =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->RequestFull(
768, nullptr, nullptr,
&cbuffer_bindings_bool_loop_.buffer_address));
if (bool_loop_constants == nullptr) {
return false;
}
// Bool and loop constants are quadrupled to allow dynamic indexing.
for (uint32_t i = 0; i < 40; ++i) {
uint32_t bool_loop_constant =
regs[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031 + i].u32;
uint32_t* bool_loop_constant_vector = bool_loop_constants + (i << 2);
bool_loop_constant_vector[0] = bool_loop_constant;
bool_loop_constant_vector[1] = bool_loop_constant;
bool_loop_constant_vector[2] = bool_loop_constant;
bool_loop_constant_vector[3] = bool_loop_constant;
}
cbuffer_bindings_bool_loop_.up_to_date = true;
write_common_constant_views = true;
}
for (uint32_t i = 0; i < 16; ++i) {
ConstantBufferBinding& float_binding = cbuffer_bindings_float_[i];
if (float_binding.up_to_date) {
continue;
}
uint8_t* float_constants = constant_buffer_pool_->RequestFull(
512, nullptr, nullptr, &float_binding.buffer_address);
if (float_constants == nullptr) {
return false;
}
std::memcpy(float_constants,
&regs[XE_GPU_REG_SHADER_CONSTANT_000_X + (i << 7)].f32,
32 * 4 * sizeof(uint32_t));
float_binding.up_to_date = true;
if (i < 8) {
write_vertex_float_constant_views = true;
} else {
write_pixel_float_constant_views = true;
}
}
if (!cbuffer_bindings_fetch_.up_to_date) {
uint8_t* fetch_constants = constant_buffer_pool_->RequestFull(
768, nullptr, nullptr, &cbuffer_bindings_fetch_.buffer_address);
if (fetch_constants == nullptr) {
return false;
}
std::memcpy(fetch_constants,
&regs[XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0].u32,
32 * 6 * sizeof(uint32_t));
cbuffer_bindings_fetch_.up_to_date = true;
write_fetch_constant_view = true;
}
// Update the descriptors.
uint32_t view_count_partial_update = 0;
if (write_common_constant_views) {
// System and bool/loop constants.
view_count_partial_update += 2;
}
if (write_vertex_float_constant_views) {
// Vertex float constants.
view_count_partial_update += 8;
}
if (write_pixel_float_constant_views) {
// Pixel float constants.
view_count_partial_update += 8;
}
if (write_fetch_constant_view) {
// Fetch constants.
++view_count_partial_update;
}
// All the constants + shared memory.
uint32_t view_count_full_update = 20;
D3D12_CPU_DESCRIPTOR_HANDLE view_cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle;
uint32_t view_handle_size = provider->GetDescriptorSizeView();
uint64_t view_full_update_index = RequestViewDescriptors(
draw_view_full_update_, view_count_partial_update, view_count_full_update,
view_cpu_handle, view_gpu_handle);
if (view_full_update_index == 0) {
XELOGE("View full update index is 0!");
return false;
}
if (draw_view_full_update_ != view_full_update_index) {
// Need to update all descriptors.
draw_view_full_update_ = view_full_update_index;
write_common_constant_views = true;
write_vertex_float_constant_views = true;
write_pixel_float_constant_views = true;
write_fetch_constant_view = true;
// If updating fully, write the shared memory descriptor (t0, space1).
shared_memory_->CreateSRV(view_cpu_handle);
gpu_handle_shared_memory_ = view_gpu_handle;
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;
current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_SharedMemory);
}
D3D12_CONSTANT_BUFFER_VIEW_DESC constant_buffer_desc;
if (write_common_constant_views) {
gpu_handle_common_constants_ = view_gpu_handle;
// System constants (b0).
constant_buffer_desc.BufferLocation =
cbuffer_bindings_system_.buffer_address;
constant_buffer_desc.SizeInBytes =
xe::align(uint32_t(sizeof(system_constants_)), 256u);
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;
// Bool/loop constants (b1).
constant_buffer_desc.BufferLocation =
cbuffer_bindings_bool_loop_.buffer_address;
constant_buffer_desc.SizeInBytes = 768;
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;
current_graphics_root_up_to_date_ &=
~(1u << kRootParameter_CommonConstants);
}
if (write_vertex_float_constant_views) {
gpu_handle_vertex_float_constants_ = view_gpu_handle;
// Vertex float constants (b2-b9).
for (uint32_t i = 0; i < 8; ++i) {
constant_buffer_desc.BufferLocation =
cbuffer_bindings_float_[i].buffer_address;
constant_buffer_desc.SizeInBytes = 512;
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;
}
current_graphics_root_up_to_date_ &=
~(1u << kRootParameter_VertexFloatConstants);
}
if (write_pixel_float_constant_views) {
gpu_handle_pixel_float_constants_ = view_gpu_handle;
// Pixel float constants (b2-b9).
for (uint32_t i = 0; i < 8; ++i) {
constant_buffer_desc.BufferLocation =
cbuffer_bindings_float_[8 + i].buffer_address;
constant_buffer_desc.SizeInBytes = 512;
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;
}
current_graphics_root_up_to_date_ &=
~(1u << kRootParameter_PixelFloatConstants);
}
if (write_fetch_constant_view) {
gpu_handle_fetch_constants_ = view_gpu_handle;
// Fetch constants (b10).
constant_buffer_desc.BufferLocation =
cbuffer_bindings_fetch_.buffer_address;
constant_buffer_desc.SizeInBytes = 768;
device->CreateConstantBufferView(&constant_buffer_desc, view_cpu_handle);
view_cpu_handle.ptr += view_handle_size;
view_gpu_handle.ptr += view_handle_size;
current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FetchConstants);
}
// Update the root parameters.
if (!(current_graphics_root_up_to_date_ &
(1u << kRootParameter_FetchConstants))) {
command_list->SetGraphicsRootDescriptorTable(kRootParameter_FetchConstants,
gpu_handle_fetch_constants_);
current_graphics_root_up_to_date_ |= 1u << kRootParameter_FetchConstants;
}
if (!(current_graphics_root_up_to_date_ &
(1u << kRootParameter_VertexFloatConstants))) {
command_list->SetGraphicsRootDescriptorTable(
kRootParameter_VertexFloatConstants,
gpu_handle_vertex_float_constants_);
current_graphics_root_up_to_date_ |= 1u
<< kRootParameter_VertexFloatConstants;
}
if (!(current_graphics_root_up_to_date_ &
(1u << kRootParameter_PixelFloatConstants))) {
command_list->SetGraphicsRootDescriptorTable(
kRootParameter_PixelFloatConstants, gpu_handle_pixel_float_constants_);
current_graphics_root_up_to_date_ |= 1u
<< kRootParameter_PixelFloatConstants;
}
if (!(current_graphics_root_up_to_date_ &
(1u << kRootParameter_CommonConstants))) {
command_list->SetGraphicsRootDescriptorTable(kRootParameter_CommonConstants,
gpu_handle_common_constants_);
current_graphics_root_up_to_date_ |= 1u << kRootParameter_CommonConstants;
}
if (!(current_graphics_root_up_to_date_ &
(1u << kRootParameter_SharedMemory))) {
command_list->SetGraphicsRootDescriptorTable(kRootParameter_SharedMemory,
gpu_handle_shared_memory_);
current_graphics_root_up_to_date_ |= 1u << kRootParameter_SharedMemory;
}
return true;
}
} // namespace d3d12
} // namespace gpu
} // namespace xe