637 lines
26 KiB
C++
637 lines
26 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D12_TEXTURE_CACHE_H_
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#define XENIA_GPU_D3D12_TEXTURE_CACHE_H_
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#include <atomic>
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#include <cstring>
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#include <unordered_map>
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#include <utility>
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#include "xenia/base/mutex.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/d3d12/shared_memory.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/texture_info.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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class D3D12CommandProcessor;
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// Manages host copies of guest textures, performing untiling, format and endian
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// conversion of textures stored in the shared memory, and also handling
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// invalidation.
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//
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// Mipmaps are treated the following way, according to the GPU hang message
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// found in game executables explaining the valid usage of BaseAddress when
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// streaming the largest LOD (it says games should not use 0 as the base address
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// when the largest LOD isn't loaded, but rather, either allocate a valid
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// address for it or make it the same as MipAddress):
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// - If the texture has a base address, but no mip address, it's not mipmapped -
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// the host texture has only the largest level too.
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// - If the texture has different non-zero base address and mip address, a host
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// texture with mip_max_level+1 mipmaps is created - mip_min_level is ignored
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// and treated purely as sampler state because there are tfetch instructions
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// working directly with LOD values - including fetching with an explicit LOD.
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// However, the max level is not ignored because any mip count can be
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// specified when creating a texture, and another texture may be placed after
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// the last one.
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// - If the texture has a mip address, but the base address is 0 or the same as
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// the mip address, a mipmapped texture is created, but min/max LOD is clamped
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// to the lower bound of 1 - the game is expected to do that anyway until the
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// largest LOD is loaded.
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// TODO(Triang3l): Check if there are any games with BaseAddress==MipAddress
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// but min or max LOD being 0, especially check Modern Warfare 2/3.
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// TODO(Triang3l): Attach the largest LOD to existing textures with a valid
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// MipAddress but no BaseAddress to save memory because textures are streamed
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// this way anyway.
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class TextureCache {
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union TextureKey {
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struct {
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// Physical 4 KB page with the base mip level, disregarding A/C/E address
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// range prefix.
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uint32_t base_page : 17; // 17 total
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xenos::DataDimension dimension : 2; // 19
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uint32_t width : 13; // 32
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uint32_t height : 13; // 45
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uint32_t tiled : 1; // 46
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uint32_t packed_mips : 1; // 47
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// Physical 4 KB page with mip 1 and smaller.
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uint32_t mip_page : 17; // 64
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// Layers for stacked and 3D, 6 for cube, 1 for other dimensions.
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uint32_t depth : 10; // 74
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uint32_t mip_max_level : 4; // 78
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xenos::TextureFormat format : 6; // 84
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xenos::Endian endianness : 2; // 86
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// Whether this texture is signed and has a different host representation
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// than an unsigned view of the same guest texture.
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uint32_t signed_separate : 1; // 87
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// Whether this texture is a 2x-scaled resolve target.
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uint32_t scaled_resolve : 1; // 88
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};
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struct {
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// The key used for unordered_multimap lookup. Single uint32_t instead of
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// a uint64_t so XXH hash can be calculated in a stable way due to no
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// padding.
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uint32_t map_key[2];
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// The key used to identify one texture within unordered_multimap buckets.
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uint32_t bucket_key;
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};
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TextureKey() { MakeInvalid(); }
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TextureKey(const TextureKey& key) {
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SetMapKey(key.GetMapKey());
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bucket_key = key.bucket_key;
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}
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TextureKey& operator=(const TextureKey& key) {
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SetMapKey(key.GetMapKey());
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bucket_key = key.bucket_key;
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return *this;
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}
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bool operator==(const TextureKey& key) const {
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return GetMapKey() == key.GetMapKey() && bucket_key == key.bucket_key;
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}
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bool operator!=(const TextureKey& key) const {
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return GetMapKey() != key.GetMapKey() || bucket_key != key.bucket_key;
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}
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inline uint64_t GetMapKey() const {
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return uint64_t(map_key[0]) | (uint64_t(map_key[1]) << 32);
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}
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inline void SetMapKey(uint64_t key) {
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map_key[0] = uint32_t(key);
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map_key[1] = uint32_t(key >> 32);
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}
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inline bool IsInvalid() const {
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// Zero base and zero width is enough for a binding to be invalid.
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return map_key[0] == 0;
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}
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inline void MakeInvalid() {
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// Reset all for a stable hash.
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SetMapKey(0);
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bucket_key = 0;
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}
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};
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public:
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// Keys that can be stored for checking validity whether descriptors for host
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// shader bindings are up to date.
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struct TextureSRVKey {
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TextureKey key;
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uint32_t host_swizzle;
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uint8_t swizzled_signs;
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};
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// Sampler parameters that can be directly converted to a host sampler or used
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// for binding checking validity whether samplers are up to date.
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union SamplerParameters {
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struct {
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xenos::ClampMode clamp_x : 3; // 3
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xenos::ClampMode clamp_y : 3; // 6
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xenos::ClampMode clamp_z : 3; // 9
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xenos::BorderColor border_color : 2; // 11
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// For anisotropic, these are true.
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uint32_t mag_linear : 1; // 12
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uint32_t min_linear : 1; // 13
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uint32_t mip_linear : 1; // 14
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xenos::AnisoFilter aniso_filter : 3; // 17
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uint32_t mip_min_level : 4; // 21
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// Maximum mip level is in the texture resource itself.
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};
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uint32_t value;
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// Clearing the unused bits.
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SamplerParameters() : value(0) {}
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SamplerParameters(const SamplerParameters& parameters)
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: value(parameters.value) {}
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SamplerParameters& operator=(const SamplerParameters& parameters) {
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value = parameters.value;
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return *this;
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}
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bool operator==(const SamplerParameters& parameters) const {
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return value == parameters.value;
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}
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bool operator!=(const SamplerParameters& parameters) const {
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return value != parameters.value;
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}
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};
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TextureCache(D3D12CommandProcessor& command_processor,
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const RegisterFile& register_file, bool bindless_resources_used,
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SharedMemory& shared_memory);
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~TextureCache();
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bool Initialize(bool edram_rov_used);
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void Shutdown();
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void ClearCache();
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void TextureFetchConstantWritten(uint32_t index);
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void BeginFrame();
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void EndFrame();
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// Must be called within a frame - creates and untiles textures needed by
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// shaders and puts them in the SRV state. This may bind compute pipelines
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// (notifying the command processor about that), so this must be called before
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// binding the actual drawing pipeline.
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void RequestTextures(uint32_t used_texture_mask);
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// "ActiveTexture" means as of the latest RequestTextures call.
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// Returns whether texture SRV keys stored externally are still valid for the
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// current bindings and host shader binding layout. Both keys and
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// host_shader_bindings must have host_shader_binding_count elements
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// (otherwise they are incompatible - like if this function returned false).
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bool AreActiveTextureSRVKeysUpToDate(
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const TextureSRVKey* keys,
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const D3D12Shader::TextureBinding* host_shader_bindings,
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uint32_t host_shader_binding_count) const;
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// Exports the current binding data to texture SRV keys so they can be stored
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// for checking whether subsequent draw calls can keep using the same
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// bindings. Write host_shader_binding_count keys.
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void WriteActiveTextureSRVKeys(
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TextureSRVKey* keys,
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const D3D12Shader::TextureBinding* host_shader_bindings,
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uint32_t host_shader_binding_count) const;
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// Returns the post-swizzle signedness of a currently bound texture (must be
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// called after RequestTextures).
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uint8_t GetActiveTextureSwizzledSigns(uint32_t index) const {
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return texture_bindings_[index].swizzled_signs;
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}
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void WriteActiveTextureBindfulSRV(
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const D3D12Shader::TextureBinding& host_shader_binding,
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D3D12_CPU_DESCRIPTOR_HANDLE handle);
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uint32_t GetActiveTextureBindlessSRVIndex(
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const D3D12Shader::TextureBinding& host_shader_binding);
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SamplerParameters GetSamplerParameters(
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const D3D12Shader::SamplerBinding& binding) const;
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void WriteSampler(SamplerParameters parameters,
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D3D12_CPU_DESCRIPTOR_HANDLE handle) const;
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void MarkRangeAsResolved(uint32_t start_unscaled, uint32_t length_unscaled);
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inline bool IsResolutionScale2X() const {
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return scaled_resolve_buffer_ != nullptr;
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}
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ID3D12Resource* GetScaledResolveBuffer() const {
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return scaled_resolve_buffer_;
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}
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// Ensures the buffer tiles backing the range are resident.
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bool EnsureScaledResolveBufferResident(uint32_t start_unscaled,
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uint32_t length_unscaled);
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void UseScaledResolveBufferForReading();
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void UseScaledResolveBufferForWriting();
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inline void MarkScaledResolveBufferUAVWritesCommitNeeded() {
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if (scaled_resolve_buffer_state_ == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
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scaled_resolve_buffer_uav_writes_commit_needed_ = true;
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}
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}
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// Can't address more than 512 MB on Nvidia, so an offset is required.
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void CreateScaledResolveBufferUintPow2UAV(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t guest_address_bytes,
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uint32_t guest_length_bytes,
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uint32_t element_size_bytes_pow2);
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// Returns the ID3D12Resource of the front buffer texture (in
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// PIXEL_SHADER_RESOURCE state), or nullptr in case of failure, and writes the
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// description of its SRV. May call LoadTextureData, so the same restrictions
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// (such as about descriptor heap change possibility) apply.
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ID3D12Resource* RequestSwapTexture(
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D3D12_SHADER_RESOURCE_VIEW_DESC& srv_desc_out,
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xenos::TextureFormat& format_out);
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private:
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enum class LoadMode {
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k8bpb,
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k16bpb,
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k32bpb,
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k64bpb,
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k128bpb,
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kR5G5B5A1ToB5G5R5A1,
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kR5G6B5ToB5G6R5,
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kR5G5B6ToB5G6R5WithRBGASwizzle,
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kR4G4B4A4ToB4G4R4A4,
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kR10G11B11ToRGBA16,
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kR10G11B11ToRGBA16SNorm,
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kR11G11B10ToRGBA16,
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kR11G11B10ToRGBA16SNorm,
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kDXT1ToRGBA8,
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kDXT3ToRGBA8,
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kDXT5ToRGBA8,
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kDXNToRG8,
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kDXT3A,
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kDXT3AAs1111,
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kDXT5AToR8,
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kCTX1,
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kDepthUnorm,
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kDepthFloat,
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kCount,
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kUnknown = kCount
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};
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struct LoadModeInfo {
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const void* shader;
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size_t shader_size;
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// Log2 of the sizes, in bytes, of the source (guest) SRV and the
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// destination (host) UAV accessed by the copying shader, since the shader
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// may copy multiple blocks per one invocation.
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uint32_t srv_bpe_log2;
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uint32_t uav_bpe_log2;
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// Optional shader for loading 2x-scaled resolve targets.
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const void* shader_2x;
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size_t shader_2x_size;
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uint32_t srv_bpe_log2_2x;
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uint32_t uav_bpe_log2_2x;
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};
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struct HostFormat {
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// Format info for the regular case.
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// DXGI format (typeless when different signedness or number representation
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// is used) for the texture resource.
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DXGI_FORMAT dxgi_format_resource;
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// DXGI format for unsigned normalized or unsigned/signed float SRV.
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DXGI_FORMAT dxgi_format_unorm;
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// The regular load mode, used when special modes (like signed-specific or
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// decompressing) aren't needed.
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LoadMode load_mode;
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// DXGI format for signed normalized or unsigned/signed float SRV.
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DXGI_FORMAT dxgi_format_snorm;
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// If the signed version needs a different bit representation on the host,
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// this is the load mode for the signed version. Otherwise the regular
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// load_mode will be used for the signed version, and a single copy will be
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// created if both unsigned and signed are used.
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LoadMode load_mode_snorm;
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// Do NOT add integer DXGI formats to this - they are not filterable, can
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// only be read with Load, not Sample! If any game is seen using num_format
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// 1 for fixed-point formats (for floating-point, it's normally set to 1
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// though), add a constant buffer containing multipliers for the
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// textures and multiplication to the tfetch implementation.
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// Whether the DXGI format, if not uncompressing the texture, consists of
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// blocks, thus copy regions must be aligned to block size.
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bool dxgi_format_block_aligned;
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// Uncompression info for when the regular host format for this texture is
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// block-compressed, but the size is not block-aligned, and thus such
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// texture cannot be created in Direct3D on PC and needs decompression,
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// however, such textures are common, for instance, in Halo 3. This only
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// supports unsigned normalized formats - let's hope GPUSIGN_SIGNED was not
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// used for DXN and DXT5A.
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DXGI_FORMAT dxgi_format_uncompressed;
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LoadMode decompress_mode;
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// Mapping of Xenos swizzle components to DXGI format components.
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uint8_t swizzle[4];
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};
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struct Texture {
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TextureKey key;
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ID3D12Resource* resource;
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uint64_t resource_size;
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D3D12_RESOURCE_STATES state;
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uint64_t last_usage_frame;
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uint64_t last_usage_time;
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Texture* used_previous;
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Texture* used_next;
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// Byte size of the top guest mip level.
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uint32_t base_size;
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// Byte size of mips between 1 and key.mip_max_level, containing all array
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// slices.
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uint32_t mip_size;
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// Offsets of all the array slices on a mip level relative to mips_address
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// (0 for mip 0, it's relative to base_address then, and for mip 1).
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uint32_t mip_offsets[14];
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// Byte sizes of an array slice on each mip level.
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uint32_t slice_sizes[14];
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// Row pitches on each mip level (for linear layout mainly).
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uint32_t pitches[14];
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// For bindful - indices in the non-shader-visible descriptor cache for
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// copying to the shader-visible heap (much faster than recreating, which,
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// according to profiling, was often a bottleneck in many games).
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// For bindless - indices in the global shader-visible descriptor heap.
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std::unordered_map<uint32_t, uint32_t> srv_descriptors;
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// These are to be accessed within the global critical region to synchronize
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// with shared memory.
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// Watch handles for the memory ranges.
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SharedMemory::WatchHandle base_watch_handle;
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SharedMemory::WatchHandle mip_watch_handle;
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// Whether the recent base level data has been loaded from the memory.
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bool base_in_sync;
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// Whether the recent mip data has been loaded from the memory.
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bool mips_in_sync;
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};
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struct SRVDescriptorCachePage {
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static constexpr uint32_t kHeapSize = 65536;
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ID3D12DescriptorHeap* heap;
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D3D12_CPU_DESCRIPTOR_HANDLE heap_start;
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};
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struct LoadConstants {
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// vec4 0.
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// Base offset in bytes.
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uint32_t guest_base;
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// For linear textures - row byte pitch.
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uint32_t guest_pitch;
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// In blocks - and for mipmaps, it's also power-of-two-aligned.
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uint32_t guest_storage_width_height[2];
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// vec4 1.
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uint32_t size_blocks[3];
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uint32_t is_3d_endian;
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// vec4 2.
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// Base offset in bytes.
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uint32_t host_base;
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uint32_t host_pitch;
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uint32_t height_texels;
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static constexpr uint32_t kGuestPitchTiled = UINT32_MAX;
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};
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struct TextureBinding {
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TextureKey key;
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// Destination swizzle merged with guest->host format swizzle.
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uint32_t host_swizzle;
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// Packed TextureSign values, 2 bit per each component, with guest-side
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// destination swizzle from the fetch constant applied to them.
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uint8_t swizzled_signs;
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// Unsigned version of the texture (or signed if they have the same data).
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Texture* texture;
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// Signed version of the texture if the data in the signed version is
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// different on the host.
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Texture* texture_signed;
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// Descriptor indices of texture and texture_signed returned from
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// FindOrCreateTextureDescriptor.
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uint32_t descriptor_index;
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uint32_t descriptor_index_signed;
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void Clear() {
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std::memset(this, 0, sizeof(*this));
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descriptor_index = descriptor_index_signed = UINT32_MAX;
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}
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};
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// Whether the signed version of the texture has a different representation on
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// the host than its unsigned version (for example, if it's a fixed-point
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// texture emulated with a larger host pixel format).
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static inline bool IsSignedVersionSeparate(xenos::TextureFormat format) {
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const HostFormat& host_format = host_formats_[uint32_t(format)];
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return host_format.load_mode_snorm != LoadMode::kUnknown &&
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host_format.load_mode_snorm != host_format.load_mode;
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}
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// Whether decompression is needed on the host (Direct3D only allows creation
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// of block-compressed textures with 4x4-aligned dimensions on PC).
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static bool IsDecompressionNeeded(xenos::TextureFormat format, uint32_t width,
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uint32_t height);
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static inline DXGI_FORMAT GetDXGIResourceFormat(xenos::TextureFormat format,
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uint32_t width,
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uint32_t height) {
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const HostFormat& host_format = host_formats_[uint32_t(format)];
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return IsDecompressionNeeded(format, width, height)
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? host_format.dxgi_format_uncompressed
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: host_format.dxgi_format_resource;
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}
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static inline DXGI_FORMAT GetDXGIResourceFormat(TextureKey key) {
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return GetDXGIResourceFormat(key.format, key.width, key.height);
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}
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static inline DXGI_FORMAT GetDXGIUnormFormat(xenos::TextureFormat format,
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uint32_t width,
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uint32_t height) {
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const HostFormat& host_format = host_formats_[uint32_t(format)];
|
|
return IsDecompressionNeeded(format, width, height)
|
|
? host_format.dxgi_format_uncompressed
|
|
: host_format.dxgi_format_unorm;
|
|
}
|
|
static inline DXGI_FORMAT GetDXGIUnormFormat(TextureKey key) {
|
|
return GetDXGIUnormFormat(key.format, key.width, key.height);
|
|
}
|
|
|
|
static LoadMode GetLoadMode(TextureKey key);
|
|
|
|
// Converts a texture fetch constant to a texture key, normalizing and
|
|
// validating the values, or creating an invalid key, and also gets the
|
|
// host swizzle and post-guest-swizzle signedness.
|
|
static void BindingInfoFromFetchConstant(
|
|
const xenos::xe_gpu_texture_fetch_t& fetch, TextureKey& key_out,
|
|
uint32_t* host_swizzle_out, uint8_t* swizzled_signs_out);
|
|
|
|
static constexpr bool AreDimensionsCompatible(
|
|
xenos::FetchOpDimension binding_dimension,
|
|
xenos::DataDimension resource_dimension) {
|
|
switch (binding_dimension) {
|
|
case xenos::FetchOpDimension::k1D:
|
|
case xenos::FetchOpDimension::k2D:
|
|
return resource_dimension == xenos::DataDimension::k1D ||
|
|
resource_dimension == xenos::DataDimension::k2DOrStacked;
|
|
case xenos::FetchOpDimension::k3DOrStacked:
|
|
return resource_dimension == xenos::DataDimension::k3D;
|
|
case xenos::FetchOpDimension::kCube:
|
|
return resource_dimension == xenos::DataDimension::kCube;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static void LogTextureKeyAction(TextureKey key, const char* action);
|
|
static void LogTextureAction(const Texture* texture, const char* action);
|
|
|
|
// Returns nullptr if the key is not supported, but also if couldn't create
|
|
// the texture - if it's nullptr, occasionally a recreation attempt should be
|
|
// made.
|
|
Texture* FindOrCreateTexture(TextureKey key);
|
|
|
|
// Writes data from the shared memory to the texture. This binds pipelines,
|
|
// allocates descriptors and copies!
|
|
bool LoadTextureData(Texture* texture);
|
|
|
|
// Returns the index of an existing of a newly created non-shader-visible
|
|
// cached (for bindful) or a shader-visible global (for bindless) descriptor,
|
|
// or UINT32_MAX if failed to create.
|
|
uint32_t FindOrCreateTextureDescriptor(Texture& texture, bool is_signed,
|
|
uint32_t host_swizzle);
|
|
D3D12_CPU_DESCRIPTOR_HANDLE GetTextureDescriptorCPUHandle(
|
|
uint32_t descriptor_index) const;
|
|
|
|
// For LRU caching - updates the last usage frame and moves the texture to
|
|
// the end of the usage queue. Must be called any time the texture is
|
|
// referenced by any command list to make sure it's not destroyed while still
|
|
// in use.
|
|
void MarkTextureUsed(Texture* texture);
|
|
|
|
// Shared memory callback for texture data invalidation.
|
|
static void WatchCallbackThunk(void* context, void* data, uint64_t argument,
|
|
bool invalidated_by_gpu);
|
|
void WatchCallback(Texture* texture, bool is_mip);
|
|
|
|
// Makes all bindings invalid. Also requesting textures after calling this
|
|
// will cause another attempt to create a texture or to untile it if there was
|
|
// an error.
|
|
void ClearBindings();
|
|
|
|
// Checks if there are any pages that contain scaled resolve data within the
|
|
// range.
|
|
bool IsRangeScaledResolved(uint32_t start_unscaled, uint32_t length_unscaled);
|
|
// Global shared memory invalidation callback for invalidating scaled resolved
|
|
// texture data.
|
|
static void ScaledResolveGlobalWatchCallbackThunk(void* context,
|
|
uint32_t address_first,
|
|
uint32_t address_last,
|
|
bool invalidated_by_gpu);
|
|
void ScaledResolveGlobalWatchCallback(uint32_t address_first,
|
|
uint32_t address_last,
|
|
bool invalidated_by_gpu);
|
|
|
|
static const HostFormat host_formats_[64];
|
|
|
|
static const char* const dimension_names_[4];
|
|
|
|
D3D12CommandProcessor& command_processor_;
|
|
const RegisterFile& register_file_;
|
|
bool bindless_resources_used_;
|
|
SharedMemory& shared_memory_;
|
|
|
|
static const LoadModeInfo load_mode_info_[];
|
|
ID3D12RootSignature* load_root_signature_ = nullptr;
|
|
ID3D12PipelineState* load_pipeline_states_[size_t(LoadMode::kCount)] = {};
|
|
// Load pipeline state objects for 2x-scaled resolved targets.
|
|
ID3D12PipelineState* load_pipeline_states_2x_[size_t(LoadMode::kCount)] = {};
|
|
|
|
std::unordered_multimap<uint64_t, Texture*> textures_;
|
|
uint64_t textures_total_size_ = 0;
|
|
Texture* texture_used_first_ = nullptr;
|
|
Texture* texture_used_last_ = nullptr;
|
|
uint64_t texture_current_usage_time_;
|
|
|
|
std::vector<SRVDescriptorCachePage> srv_descriptor_cache_;
|
|
uint32_t srv_descriptor_cache_allocated_;
|
|
// Indices of cached descriptors used by deleted textures, for reuse.
|
|
std::vector<uint32_t> srv_descriptor_cache_free_;
|
|
|
|
enum class NullSRVDescriptorIndex {
|
|
k2DArray,
|
|
k3D,
|
|
kCube,
|
|
|
|
kCount,
|
|
};
|
|
// Contains null SRV descriptors of dimensions from NullSRVDescriptorIndex.
|
|
// For copying, not shader-visible.
|
|
ID3D12DescriptorHeap* null_srv_descriptor_heap_ = nullptr;
|
|
D3D12_CPU_DESCRIPTOR_HANDLE null_srv_descriptor_heap_start_;
|
|
|
|
TextureBinding texture_bindings_[32] = {};
|
|
// Bit vector with bits reset on fetch constant writes to avoid parsing fetch
|
|
// constants again and again.
|
|
uint32_t texture_bindings_in_sync_ = 0;
|
|
|
|
// Whether a texture has been invalidated (a watch has been triggered), so
|
|
// need to try to reload textures, disregarding whether fetch constants have
|
|
// been changed.
|
|
std::atomic<bool> texture_invalidated_ = false;
|
|
|
|
// Unsupported texture formats used during this frame (for research and
|
|
// testing).
|
|
enum : uint8_t {
|
|
kUnsupportedResourceBit = 1,
|
|
kUnsupportedUnormBit = kUnsupportedResourceBit << 1,
|
|
kUnsupportedSnormBit = kUnsupportedUnormBit << 1,
|
|
};
|
|
uint8_t unsupported_format_features_used_[64];
|
|
|
|
// The 2 GB tiled buffer for resolved data with 2x resolution scale.
|
|
static constexpr uint32_t kScaledResolveBufferSizeLog2 = 31;
|
|
static constexpr uint32_t kScaledResolveBufferSize =
|
|
1u << kScaledResolveBufferSizeLog2;
|
|
ID3D12Resource* scaled_resolve_buffer_ = nullptr;
|
|
D3D12_RESOURCE_STATES scaled_resolve_buffer_state_ =
|
|
D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
bool scaled_resolve_buffer_uav_writes_commit_needed_ = false;
|
|
// Not very big heaps (16 MB) because they are needed pretty sparsely. One
|
|
// scaled 1280x720x32bpp texture is slighly bigger than 14 MB.
|
|
static constexpr uint32_t kScaledResolveHeapSizeLog2 = 24;
|
|
static constexpr uint32_t kScaledResolveHeapSize =
|
|
1 << kScaledResolveHeapSizeLog2;
|
|
static_assert(
|
|
(kScaledResolveHeapSize % D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES) == 0,
|
|
"Scaled resolve heap size must be a multiple of Direct3D tile size");
|
|
// Resident portions of the tiled buffer.
|
|
ID3D12Heap* scaled_resolve_heaps_[kScaledResolveBufferSize >>
|
|
kScaledResolveHeapSizeLog2] = {};
|
|
// Number of currently resident portions of the tiled buffer, for profiling.
|
|
uint32_t scaled_resolve_heap_count_ = 0;
|
|
// Global watch for scaled resolve data invalidation.
|
|
SharedMemory::GlobalWatchHandle scaled_resolve_global_watch_handle_ = nullptr;
|
|
|
|
xe::global_critical_region global_critical_region_;
|
|
// Bit vector storing whether each 4 KB physical memory page contains scaled
|
|
// resolve data. uint32_t rather than uint64_t because parts of it are sent to
|
|
// shaders.
|
|
uint32_t* scaled_resolve_pages_ = nullptr;
|
|
// Second level of the bit vector for faster rejection of non-scaled textures.
|
|
uint64_t scaled_resolve_pages_l2_[(512 << 20) >> (12 + 5 + 6)];
|
|
};
|
|
|
|
} // namespace d3d12
|
|
} // namespace gpu
|
|
} // namespace xe
|
|
|
|
#endif // XENIA_GPU_D3D12_TEXTURE_CACHE_H_
|