Files
Xenia-Canary/src/xenia/gpu/vulkan/pipeline_cache.cc

1633 lines
64 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. *
******************************************************************************
*/
#include "xenia/gpu/vulkan/pipeline_cache.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/memory.h"
#include "xenia/base/profiling.h"
#include "xenia/base/xxhash.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/vulkan/vulkan_gpu_flags.h"
#include "xenia/ui/vulkan/vulkan_util.h"
#include <cinttypes>
#include <string>
namespace xe {
namespace gpu {
namespace vulkan {
using xe::ui::vulkan::util::CheckResult;
// Generated with `xb buildshaders`.
namespace shaders {
#include "xenia/gpu/vulkan/shaders/bytecode/vulkan_spirv/dummy_ps.h"
#include "xenia/gpu/vulkan/shaders/bytecode/vulkan_spirv/line_quad_list_gs.h"
#include "xenia/gpu/vulkan/shaders/bytecode/vulkan_spirv/point_list_gs.h"
#include "xenia/gpu/vulkan/shaders/bytecode/vulkan_spirv/quad_list_gs.h"
#include "xenia/gpu/vulkan/shaders/bytecode/vulkan_spirv/rect_list_gs.h"
} // namespace shaders
PipelineCache::PipelineCache(RegisterFile* register_file,
const ui::vulkan::VulkanProvider& provider)
: register_file_(register_file), provider_(provider) {
shader_translator_.reset(new SpirvShaderTranslator());
}
PipelineCache::~PipelineCache() { Shutdown(); }
VkResult PipelineCache::Initialize(
VkDescriptorSetLayout uniform_descriptor_set_layout,
VkDescriptorSetLayout texture_descriptor_set_layout,
VkDescriptorSetLayout vertex_descriptor_set_layout) {
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
VkDevice device = provider_.device();
VkResult status;
// Initialize the shared driver pipeline cache.
// We'll likely want to serialize this and reuse it, if that proves to be
// useful. If the shaders are expensive and this helps we could do it per
// game, otherwise a single shared cache for render state/etc.
VkPipelineCacheCreateInfo pipeline_cache_info;
pipeline_cache_info.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
pipeline_cache_info.pNext = nullptr;
pipeline_cache_info.flags = 0;
pipeline_cache_info.initialDataSize = 0;
pipeline_cache_info.pInitialData = nullptr;
status = dfn.vkCreatePipelineCache(device, &pipeline_cache_info, nullptr,
&pipeline_cache_);
if (status != VK_SUCCESS) {
return status;
}
// Descriptors used by the pipelines.
// These are the only ones we can ever bind.
VkDescriptorSetLayout set_layouts[] = {
// Per-draw constant register uniforms.
uniform_descriptor_set_layout,
// All texture bindings.
texture_descriptor_set_layout,
// Vertex bindings.
vertex_descriptor_set_layout,
};
// Push constants used for draw parameters.
// We need to keep these under 128b across all stages.
// TODO(benvanik): split between the stages?
VkPushConstantRange push_constant_ranges[1];
push_constant_ranges[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT |
VK_SHADER_STAGE_GEOMETRY_BIT |
VK_SHADER_STAGE_FRAGMENT_BIT;
push_constant_ranges[0].offset = 0;
push_constant_ranges[0].size = kSpirvPushConstantsSize;
// Shared pipeline layout.
VkPipelineLayoutCreateInfo pipeline_layout_info;
pipeline_layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipeline_layout_info.pNext = nullptr;
pipeline_layout_info.flags = 0;
pipeline_layout_info.setLayoutCount =
static_cast<uint32_t>(xe::countof(set_layouts));
pipeline_layout_info.pSetLayouts = set_layouts;
pipeline_layout_info.pushConstantRangeCount =
static_cast<uint32_t>(xe::countof(push_constant_ranges));
pipeline_layout_info.pPushConstantRanges = push_constant_ranges;
status = dfn.vkCreatePipelineLayout(device, &pipeline_layout_info, nullptr,
&pipeline_layout_);
if (status != VK_SUCCESS) {
return status;
}
// Initialize our shared geometry shaders.
// These will be used as needed to emulate primitive types Vulkan doesn't
// support.
VkShaderModuleCreateInfo shader_module_info;
shader_module_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shader_module_info.pNext = nullptr;
shader_module_info.flags = 0;
shader_module_info.codeSize = sizeof(shaders::line_quad_list_gs);
shader_module_info.pCode = shaders::line_quad_list_gs;
status = dfn.vkCreateShaderModule(device, &shader_module_info, nullptr,
&geometry_shaders_.line_quad_list);
if (status != VK_SUCCESS) {
return status;
}
provider_.SetDeviceObjectName(VK_OBJECT_TYPE_SHADER_MODULE,
uint64_t(geometry_shaders_.line_quad_list),
"S(g): Line Quad List");
shader_module_info.codeSize = sizeof(shaders::point_list_gs);
shader_module_info.pCode = shaders::point_list_gs;
status = dfn.vkCreateShaderModule(device, &shader_module_info, nullptr,
&geometry_shaders_.point_list);
if (status != VK_SUCCESS) {
return status;
}
provider_.SetDeviceObjectName(VK_OBJECT_TYPE_SHADER_MODULE,
uint64_t(geometry_shaders_.point_list),
"S(g): Point List");
shader_module_info.codeSize = sizeof(shaders::quad_list_gs);
shader_module_info.pCode = shaders::quad_list_gs;
status = dfn.vkCreateShaderModule(device, &shader_module_info, nullptr,
&geometry_shaders_.quad_list);
if (status != VK_SUCCESS) {
return status;
}
provider_.SetDeviceObjectName(VK_OBJECT_TYPE_SHADER_MODULE,
uint64_t(geometry_shaders_.quad_list),
"S(g): Quad List");
shader_module_info.codeSize = sizeof(shaders::rect_list_gs);
shader_module_info.pCode = shaders::rect_list_gs;
status = dfn.vkCreateShaderModule(device, &shader_module_info, nullptr,
&geometry_shaders_.rect_list);
if (status != VK_SUCCESS) {
return status;
}
provider_.SetDeviceObjectName(VK_OBJECT_TYPE_SHADER_MODULE,
uint64_t(geometry_shaders_.rect_list),
"S(g): Rect List");
shader_module_info.codeSize = sizeof(shaders::dummy_ps);
shader_module_info.pCode = shaders::dummy_ps;
status = dfn.vkCreateShaderModule(device, &shader_module_info, nullptr,
&dummy_pixel_shader_);
if (status != VK_SUCCESS) {
return status;
}
provider_.SetDeviceObjectName(VK_OBJECT_TYPE_SHADER_MODULE,
uint64_t(dummy_pixel_shader_), "S(g): Dummy");
return VK_SUCCESS;
}
void PipelineCache::Shutdown() {
ClearCache();
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
VkDevice device = provider_.device();
// Destroy geometry shaders.
if (geometry_shaders_.line_quad_list) {
dfn.vkDestroyShaderModule(device, geometry_shaders_.line_quad_list,
nullptr);
geometry_shaders_.line_quad_list = nullptr;
}
if (geometry_shaders_.point_list) {
dfn.vkDestroyShaderModule(device, geometry_shaders_.point_list, nullptr);
geometry_shaders_.point_list = nullptr;
}
if (geometry_shaders_.quad_list) {
dfn.vkDestroyShaderModule(device, geometry_shaders_.quad_list, nullptr);
geometry_shaders_.quad_list = nullptr;
}
if (geometry_shaders_.rect_list) {
dfn.vkDestroyShaderModule(device, geometry_shaders_.rect_list, nullptr);
geometry_shaders_.rect_list = nullptr;
}
if (dummy_pixel_shader_) {
dfn.vkDestroyShaderModule(device, dummy_pixel_shader_, nullptr);
dummy_pixel_shader_ = nullptr;
}
if (pipeline_layout_) {
dfn.vkDestroyPipelineLayout(device, pipeline_layout_, nullptr);
pipeline_layout_ = nullptr;
}
if (pipeline_cache_) {
dfn.vkDestroyPipelineCache(device, pipeline_cache_, nullptr);
pipeline_cache_ = nullptr;
}
}
VulkanShader* PipelineCache::LoadShader(xenos::ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
// Hash the input memory and lookup the shader.
uint64_t data_hash =
XXH3_64bits(host_address, dword_count * sizeof(uint32_t));
auto it = shader_map_.find(data_hash);
if (it != shader_map_.end()) {
// Shader has been previously loaded.
return it->second;
}
// Always create the shader and stash it away.
// We need to track it even if it fails translation so we know not to try
// again.
VulkanShader* shader = new VulkanShader(provider_, shader_type, data_hash,
host_address, dword_count);
shader_map_.insert({data_hash, shader});
return shader;
}
PipelineCache::UpdateStatus PipelineCache::ConfigurePipeline(
VkCommandBuffer command_buffer, const RenderState* render_state,
VulkanShader* vertex_shader, VulkanShader* pixel_shader,
xenos::PrimitiveType primitive_type, VkPipeline* pipeline_out) {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
assert_not_null(pipeline_out);
// Perform a pass over all registers and state updating our cached structures.
// This will tell us if anything has changed that requires us to either build
// a new pipeline or use an existing one.
VkPipeline pipeline = nullptr;
auto update_status = UpdateState(vertex_shader, pixel_shader, primitive_type);
switch (update_status) {
case UpdateStatus::kCompatible:
// Requested pipeline is compatible with our previous one, so use that.
// Note that there still may be dynamic state that needs updating.
pipeline = current_pipeline_;
break;
case UpdateStatus::kMismatch:
// Pipeline state has changed. We need to either create a new one or find
// an old one that matches.
current_pipeline_ = nullptr;
break;
case UpdateStatus::kError:
// Error updating state - bail out.
// We are in an indeterminate state, so reset things for the next attempt.
current_pipeline_ = nullptr;
return update_status;
}
if (!pipeline) {
// Should have a hash key produced by the UpdateState pass.
uint64_t hash_key = XXH3_64bits_digest(&hash_state_);
pipeline = GetPipeline(render_state, hash_key);
current_pipeline_ = pipeline;
if (!pipeline) {
// Unable to create pipeline.
return UpdateStatus::kError;
}
}
*pipeline_out = pipeline;
return update_status;
}
void PipelineCache::ClearCache() {
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
VkDevice device = provider_.device();
// Destroy all pipelines.
for (auto it : cached_pipelines_) {
dfn.vkDestroyPipeline(device, it.second, nullptr);
}
cached_pipelines_.clear();
COUNT_profile_set("gpu/pipeline_cache/pipelines", 0);
// Destroy all shaders.
for (auto it : shader_map_) {
delete it.second;
}
shader_map_.clear();
}
VkPipeline PipelineCache::GetPipeline(const RenderState* render_state,
uint64_t hash_key) {
// Lookup the pipeline in the cache.
auto it = cached_pipelines_.find(hash_key);
if (it != cached_pipelines_.end()) {
// Found existing pipeline.
return it->second;
}
VkPipelineDynamicStateCreateInfo dynamic_state_info;
dynamic_state_info.sType =
VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state_info.pNext = nullptr;
dynamic_state_info.flags = 0;
VkDynamicState dynamic_states[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH,
VK_DYNAMIC_STATE_DEPTH_BIAS,
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
VK_DYNAMIC_STATE_DEPTH_BOUNDS,
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
};
dynamic_state_info.dynamicStateCount =
static_cast<uint32_t>(xe::countof(dynamic_states));
dynamic_state_info.pDynamicStates = dynamic_states;
VkGraphicsPipelineCreateInfo pipeline_info;
pipeline_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipeline_info.pNext = nullptr;
pipeline_info.flags = VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT;
pipeline_info.stageCount = update_shader_stages_stage_count_;
pipeline_info.pStages = update_shader_stages_info_;
pipeline_info.pVertexInputState = &update_vertex_input_state_info_;
pipeline_info.pInputAssemblyState = &update_input_assembly_state_info_;
pipeline_info.pTessellationState = nullptr;
pipeline_info.pViewportState = &update_viewport_state_info_;
pipeline_info.pRasterizationState = &update_rasterization_state_info_;
pipeline_info.pMultisampleState = &update_multisample_state_info_;
pipeline_info.pDepthStencilState = &update_depth_stencil_state_info_;
pipeline_info.pColorBlendState = &update_color_blend_state_info_;
pipeline_info.pDynamicState = &dynamic_state_info;
pipeline_info.layout = pipeline_layout_;
pipeline_info.renderPass = render_state->render_pass_handle;
pipeline_info.subpass = 0;
pipeline_info.basePipelineHandle = nullptr;
pipeline_info.basePipelineIndex = -1;
VkPipeline pipeline = nullptr;
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
VkDevice device = provider_.device();
auto result = dfn.vkCreateGraphicsPipelines(
device, pipeline_cache_, 1, &pipeline_info, nullptr, &pipeline);
if (result != VK_SUCCESS) {
XELOGE("vkCreateGraphicsPipelines failed with code {}", result);
assert_always();
return nullptr;
}
// Dump shader disassembly.
if (cvars::vulkan_dump_disasm) {
if (provider_.device_extensions().amd_shader_info) {
DumpShaderDisasmAMD(pipeline);
} else if (provider_.device_properties().vendorID ==
uint32_t(ui::GraphicsProvider::GpuVendorID::kNvidia)) {
// NVIDIA cards
DumpShaderDisasmNV(pipeline_info);
}
}
// Add to cache with the hash key for reuse.
cached_pipelines_.insert({hash_key, pipeline});
COUNT_profile_set("gpu/pipeline_cache/pipelines", cached_pipelines_.size());
return pipeline;
}
bool PipelineCache::TranslateShader(
VulkanShader::VulkanTranslation& translation) {
translation.shader().AnalyzeUcode(ucode_disasm_buffer_);
// Perform translation.
// If this fails the shader will be marked as invalid and ignored later.
if (!shader_translator_->TranslateAnalyzedShader(translation)) {
XELOGE("Shader translation failed; marking shader as ignored");
return false;
}
// Prepare the shader for use (creates our VkShaderModule).
// It could still fail at this point.
if (!translation.Prepare()) {
XELOGE("Shader preparation failed; marking shader as ignored");
return false;
}
if (translation.is_valid()) {
XELOGGPU("Generated {} shader ({}b) - hash {:016X}:\n{}\n",
translation.shader().type() == xenos::ShaderType::kVertex
? "vertex"
: "pixel",
translation.shader().ucode_dword_count() * 4,
translation.shader().ucode_data_hash(),
translation.shader().ucode_disassembly());
}
// Dump shader files if desired.
if (!cvars::dump_shaders.empty()) {
translation.Dump(cvars::dump_shaders, "vk");
}
return translation.is_valid();
}
static void DumpShaderStatisticsAMD(const VkShaderStatisticsInfoAMD& stats) {
XELOGI(" - resource usage:");
XELOGI(" numUsedVgprs: {}", stats.resourceUsage.numUsedVgprs);
XELOGI(" numUsedSgprs: {}", stats.resourceUsage.numUsedSgprs);
XELOGI(" ldsSizePerLocalWorkGroup: {}",
stats.resourceUsage.ldsSizePerLocalWorkGroup);
XELOGI(" ldsUsageSizeInBytes : {}",
stats.resourceUsage.ldsUsageSizeInBytes);
XELOGI(" scratchMemUsageInBytes : {}",
stats.resourceUsage.scratchMemUsageInBytes);
XELOGI("numPhysicalVgprs : {}", stats.numPhysicalVgprs);
XELOGI("numPhysicalSgprs : {}", stats.numPhysicalSgprs);
XELOGI("numAvailableVgprs: {}", stats.numAvailableVgprs);
XELOGI("numAvailableSgprs: {}", stats.numAvailableSgprs);
}
void PipelineCache::DumpShaderDisasmAMD(VkPipeline pipeline) {
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
VkDevice device = provider_.device();
VkResult status = VK_SUCCESS;
size_t data_size = 0;
VkShaderStatisticsInfoAMD stats;
data_size = sizeof(stats);
// Vertex shader
status = dfn.vkGetShaderInfoAMD(device, pipeline, VK_SHADER_STAGE_VERTEX_BIT,
VK_SHADER_INFO_TYPE_STATISTICS_AMD,
&data_size, &stats);
if (status == VK_SUCCESS) {
XELOGI("AMD Vertex Shader Statistics:");
DumpShaderStatisticsAMD(stats);
}
// Fragment shader
status = dfn.vkGetShaderInfoAMD(
device, pipeline, VK_SHADER_STAGE_FRAGMENT_BIT,
VK_SHADER_INFO_TYPE_STATISTICS_AMD, &data_size, &stats);
if (status == VK_SUCCESS) {
XELOGI("AMD Fragment Shader Statistics:");
DumpShaderStatisticsAMD(stats);
}
// TODO(DrChat): Eventually dump the disasm...
}
void PipelineCache::DumpShaderDisasmNV(
const VkGraphicsPipelineCreateInfo& pipeline_info) {
// !! HACK !!: This only works on NVidia drivers. Dumps shader disasm.
// This code is super ugly. Update this when NVidia includes an official
// way to dump shader disassembly.
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
VkDevice device = provider_.device();
VkPipelineCacheCreateInfo pipeline_cache_info;
VkPipelineCache dummy_pipeline_cache;
pipeline_cache_info.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
pipeline_cache_info.pNext = nullptr;
pipeline_cache_info.flags = 0;
pipeline_cache_info.initialDataSize = 0;
pipeline_cache_info.pInitialData = nullptr;
auto status = dfn.vkCreatePipelineCache(device, &pipeline_cache_info, nullptr,
&dummy_pipeline_cache);
CheckResult(status, "vkCreatePipelineCache");
// Create a pipeline on the dummy cache and dump it.
VkPipeline dummy_pipeline;
status =
dfn.vkCreateGraphicsPipelines(device, dummy_pipeline_cache, 1,
&pipeline_info, nullptr, &dummy_pipeline);
std::vector<uint8_t> pipeline_data;
size_t data_size = 0;
status = dfn.vkGetPipelineCacheData(device, dummy_pipeline_cache, &data_size,
nullptr);
if (status == VK_SUCCESS) {
pipeline_data.resize(data_size);
dfn.vkGetPipelineCacheData(device, dummy_pipeline_cache, &data_size,
pipeline_data.data());
// Scan the data for the disassembly.
std::string disasm_vp, disasm_fp;
const char* disasm_start_vp = nullptr;
const char* disasm_start_fp = nullptr;
size_t search_offset = 0;
const char* search_start =
reinterpret_cast<const char*>(pipeline_data.data());
while (true) {
auto p = reinterpret_cast<const char*>(
memchr(pipeline_data.data() + search_offset, '!',
pipeline_data.size() - search_offset));
if (!p) {
break;
}
if (!strncmp(p, "!!NV", 4)) {
if (!strncmp(p + 4, "vp", 2)) {
disasm_start_vp = p;
} else if (!strncmp(p + 4, "fp", 2)) {
disasm_start_fp = p;
}
if (disasm_start_fp && disasm_start_vp) {
// Found all we needed.
break;
}
}
search_offset = p - search_start;
++search_offset;
}
if (disasm_start_vp) {
disasm_vp = std::string(disasm_start_vp);
// For some reason there's question marks all over the code.
disasm_vp.erase(std::remove(disasm_vp.begin(), disasm_vp.end(), '?'),
disasm_vp.end());
} else {
disasm_vp = std::string("Shader disassembly not available.");
}
if (disasm_start_fp) {
disasm_fp = std::string(disasm_start_fp);
// For some reason there's question marks all over the code.
disasm_fp.erase(std::remove(disasm_fp.begin(), disasm_fp.end(), '?'),
disasm_fp.end());
} else {
disasm_fp = std::string("Shader disassembly not available.");
}
XELOGI("{}\n=====================================\n{}\n", disasm_vp,
disasm_fp);
}
dfn.vkDestroyPipeline(device, dummy_pipeline, nullptr);
dfn.vkDestroyPipelineCache(device, dummy_pipeline_cache, nullptr);
}
VkShaderModule PipelineCache::GetGeometryShader(
xenos::PrimitiveType primitive_type, bool is_line_mode) {
switch (primitive_type) {
case xenos::PrimitiveType::kLineList:
case xenos::PrimitiveType::kLineLoop:
case xenos::PrimitiveType::kLineStrip:
case xenos::PrimitiveType::kTriangleList:
case xenos::PrimitiveType::kTriangleFan:
case xenos::PrimitiveType::kTriangleStrip:
// Supported directly - no need to emulate.
return nullptr;
case xenos::PrimitiveType::kPointList:
return geometry_shaders_.point_list;
case xenos::PrimitiveType::kTriangleWithWFlags:
assert_always("Unknown geometry type");
return nullptr;
case xenos::PrimitiveType::kRectangleList:
return geometry_shaders_.rect_list;
case xenos::PrimitiveType::kQuadList:
return is_line_mode ? geometry_shaders_.line_quad_list
: geometry_shaders_.quad_list;
case xenos::PrimitiveType::kQuadStrip:
// TODO(benvanik): quad strip geometry shader.
assert_always("Quad strips not implemented");
return nullptr;
case xenos::PrimitiveType::kTrianglePatch:
case xenos::PrimitiveType::kQuadPatch:
assert_always("Tessellation is not implemented");
return nullptr;
default:
assert_unhandled_case(primitive_type);
return nullptr;
}
}
bool PipelineCache::SetDynamicState(VkCommandBuffer command_buffer,
bool full_update) {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
const ui::vulkan::VulkanProvider::DeviceFunctions& dfn = provider_.dfn();
auto& regs = set_dynamic_state_registers_;
bool window_offset_dirty = SetShadowRegister(&regs.pa_sc_window_offset,
XE_GPU_REG_PA_SC_WINDOW_OFFSET);
window_offset_dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
// 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
int16_t window_offset_x = regs.pa_sc_window_offset & 0x7FFF;
int16_t window_offset_y = (regs.pa_sc_window_offset >> 16) & 0x7FFF;
if (window_offset_x & 0x4000) {
window_offset_x |= 0x8000;
}
if (window_offset_y & 0x4000) {
window_offset_y |= 0x8000;
}
// VK_DYNAMIC_STATE_SCISSOR
bool scissor_state_dirty = full_update || window_offset_dirty;
scissor_state_dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_tl,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
scissor_state_dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_br,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR);
if (scissor_state_dirty) {
int32_t ws_x = regs.pa_sc_window_scissor_tl & 0x7FFF;
int32_t ws_y = (regs.pa_sc_window_scissor_tl >> 16) & 0x7FFF;
int32_t ws_w = (regs.pa_sc_window_scissor_br & 0x7FFF) - ws_x;
int32_t ws_h = ((regs.pa_sc_window_scissor_br >> 16) & 0x7FFF) - ws_y;
if (!(regs.pa_sc_window_scissor_tl & 0x80000000)) {
// ! WINDOW_OFFSET_DISABLE
ws_x += window_offset_x;
ws_y += window_offset_y;
}
int32_t adj_x = ws_x - std::max(ws_x, 0);
int32_t adj_y = ws_y - std::max(ws_y, 0);
VkRect2D scissor_rect;
scissor_rect.offset.x = ws_x - adj_x;
scissor_rect.offset.y = ws_y - adj_y;
scissor_rect.extent.width = std::max(ws_w + adj_x, 0);
scissor_rect.extent.height = std::max(ws_h + adj_y, 0);
dfn.vkCmdSetScissor(command_buffer, 0, 1, &scissor_rect);
}
// VK_DYNAMIC_STATE_VIEWPORT
bool viewport_state_dirty = full_update || window_offset_dirty;
viewport_state_dirty |=
SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
viewport_state_dirty |=
SetShadowRegister(&regs.pa_cl_vte_cntl, XE_GPU_REG_PA_CL_VTE_CNTL);
viewport_state_dirty |=
SetShadowRegister(&regs.pa_su_sc_vtx_cntl, XE_GPU_REG_PA_SU_VTX_CNTL);
viewport_state_dirty |= SetShadowRegister(&regs.pa_cl_vport_xoffset,
XE_GPU_REG_PA_CL_VPORT_XOFFSET);
viewport_state_dirty |= SetShadowRegister(&regs.pa_cl_vport_yoffset,
XE_GPU_REG_PA_CL_VPORT_YOFFSET);
viewport_state_dirty |= SetShadowRegister(&regs.pa_cl_vport_zoffset,
XE_GPU_REG_PA_CL_VPORT_ZOFFSET);
viewport_state_dirty |= SetShadowRegister(&regs.pa_cl_vport_xscale,
XE_GPU_REG_PA_CL_VPORT_XSCALE);
viewport_state_dirty |= SetShadowRegister(&regs.pa_cl_vport_yscale,
XE_GPU_REG_PA_CL_VPORT_YSCALE);
viewport_state_dirty |= SetShadowRegister(&regs.pa_cl_vport_zscale,
XE_GPU_REG_PA_CL_VPORT_ZSCALE);
// RB_SURFACE_INFO
auto surface_msaa =
static_cast<xenos::MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
// Apply a multiplier to emulate MSAA.
float window_width_scalar = 1;
float window_height_scalar = 1;
switch (surface_msaa) {
case xenos::MsaaSamples::k1X:
break;
case xenos::MsaaSamples::k2X:
window_height_scalar = 2;
break;
case xenos::MsaaSamples::k4X:
window_width_scalar = window_height_scalar = 2;
break;
}
// Whether each of the viewport settings are enabled.
// https://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
bool vport_xscale_enable = (regs.pa_cl_vte_cntl & (1 << 0)) > 0;
bool vport_xoffset_enable = (regs.pa_cl_vte_cntl & (1 << 1)) > 0;
bool vport_yscale_enable = (regs.pa_cl_vte_cntl & (1 << 2)) > 0;
bool vport_yoffset_enable = (regs.pa_cl_vte_cntl & (1 << 3)) > 0;
bool vport_zscale_enable = (regs.pa_cl_vte_cntl & (1 << 4)) > 0;
bool vport_zoffset_enable = (regs.pa_cl_vte_cntl & (1 << 5)) > 0;
assert_true(vport_xscale_enable == vport_yscale_enable ==
vport_zscale_enable == vport_xoffset_enable ==
vport_yoffset_enable == vport_zoffset_enable);
int16_t vtx_window_offset_x =
(regs.pa_su_sc_mode_cntl >> 16) & 1 ? window_offset_x : 0;
int16_t vtx_window_offset_y =
(regs.pa_su_sc_mode_cntl >> 16) & 1 ? window_offset_y : 0;
float vpw, vph, vpx, vpy;
if (vport_xscale_enable) {
float vox = vport_xoffset_enable ? regs.pa_cl_vport_xoffset : 0;
float voy = vport_yoffset_enable ? regs.pa_cl_vport_yoffset : 0;
float vsx = vport_xscale_enable ? regs.pa_cl_vport_xscale : 1;
float vsy = vport_yscale_enable ? regs.pa_cl_vport_yscale : 1;
window_width_scalar = window_height_scalar = 1;
vpw = 2 * window_width_scalar * vsx;
vph = -2 * window_height_scalar * vsy;
vpx = window_width_scalar * vox - vpw / 2 + vtx_window_offset_x;
vpy = window_height_scalar * voy - vph / 2 + vtx_window_offset_y;
} else {
// TODO(DrChat): This should be the width/height of the target picture
vpw = 2560.0f;
vph = 2560.0f;
vpx = vtx_window_offset_x;
vpy = vtx_window_offset_y;
}
if (viewport_state_dirty) {
VkViewport viewport_rect;
std::memset(&viewport_rect, 0, sizeof(VkViewport));
viewport_rect.x = vpx;
viewport_rect.y = vpy;
viewport_rect.width = vpw;
viewport_rect.height = vph;
float voz = vport_zoffset_enable ? regs.pa_cl_vport_zoffset : 0;
float vsz = vport_zscale_enable ? regs.pa_cl_vport_zscale : 1;
viewport_rect.minDepth = voz;
viewport_rect.maxDepth = voz + vsz;
assert_true(viewport_rect.minDepth >= 0 && viewport_rect.minDepth <= 1);
assert_true(viewport_rect.maxDepth >= -1 && viewport_rect.maxDepth <= 1);
dfn.vkCmdSetViewport(command_buffer, 0, 1, &viewport_rect);
}
// VK_DYNAMIC_STATE_DEPTH_BIAS
// No separate front/back bias in Vulkan - using what's more expected to work.
// No need to reset to 0 if not enabled in the pipeline - recheck conditions.
float depth_bias_scales[2] = {0}, depth_bias_offsets[2] = {0};
auto cull_mode = regs.pa_su_sc_mode_cntl & 3;
if (cull_mode != 1) {
// Front faces are not culled.
depth_bias_scales[0] =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
depth_bias_offsets[0] =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
}
if (cull_mode != 2) {
// Back faces are not culled.
depth_bias_scales[1] =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
depth_bias_offsets[1] =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
}
if (depth_bias_scales[0] != 0.0f || depth_bias_scales[1] != 0.0f ||
depth_bias_offsets[0] != 0.0f || depth_bias_offsets[1] != 0.0f) {
float depth_bias_scale, depth_bias_offset;
// Prefer front if not culled and offset for both is enabled.
// However, if none are culled, and there's no front offset, use back offset
// (since there was an intention to enable depth offset at all).
// As SetRenderState sets for both sides, this should be very rare anyway.
// TODO(Triang3l): Verify the intentions if this happens in real games.
if (depth_bias_scales[0] != 0.0f || depth_bias_offsets[0] != 0.0f) {
depth_bias_scale = depth_bias_scales[0];
depth_bias_offset = depth_bias_offsets[0];
} else {
depth_bias_scale = depth_bias_scales[1];
depth_bias_offset = depth_bias_offsets[1];
}
// Convert to Vulkan units based on the values in 415607E6:
// r_polygonOffsetScale is -1 there, but 32 in the register.
// r_polygonOffsetBias is -1 also, but passing 2/65536.
// 1/65536 and 2 scales are applied separately, however, and for shadow maps
// 0.5/65536 is passed (while sm_polygonOffsetBias is 0.5), and with 32768
// it would be 0.25, which seems too small. So using 65536, assuming it's a
// common scale value (which also looks less arbitrary than 32768).
// TODO(Triang3l): Investigate, also considering the depth format (kD24FS8).
// Possibly refer to:
// https://www.winehq.org/pipermail/wine-patches/2015-July/141200.html
float depth_bias_scale_vulkan = depth_bias_scale * (1.0f / 32.0f);
float depth_bias_offset_vulkan = depth_bias_offset * 65536.0f;
if (full_update ||
regs.pa_su_poly_offset_scale != depth_bias_scale_vulkan ||
regs.pa_su_poly_offset_offset != depth_bias_offset_vulkan) {
regs.pa_su_poly_offset_scale = depth_bias_scale_vulkan;
regs.pa_su_poly_offset_offset = depth_bias_offset_vulkan;
dfn.vkCmdSetDepthBias(command_buffer, depth_bias_offset_vulkan, 0.0f,
depth_bias_scale_vulkan);
}
} else if (full_update) {
regs.pa_su_poly_offset_scale = 0.0f;
regs.pa_su_poly_offset_offset = 0.0f;
dfn.vkCmdSetDepthBias(command_buffer, 0.0f, 0.0f, 0.0f);
}
// VK_DYNAMIC_STATE_BLEND_CONSTANTS
bool blend_constant_state_dirty = full_update;
blend_constant_state_dirty |=
SetShadowRegister(&regs.rb_blend_rgba[0], XE_GPU_REG_RB_BLEND_RED);
blend_constant_state_dirty |=
SetShadowRegister(&regs.rb_blend_rgba[1], XE_GPU_REG_RB_BLEND_GREEN);
blend_constant_state_dirty |=
SetShadowRegister(&regs.rb_blend_rgba[2], XE_GPU_REG_RB_BLEND_BLUE);
blend_constant_state_dirty |=
SetShadowRegister(&regs.rb_blend_rgba[3], XE_GPU_REG_RB_BLEND_ALPHA);
if (blend_constant_state_dirty) {
dfn.vkCmdSetBlendConstants(command_buffer, regs.rb_blend_rgba);
}
bool stencil_state_dirty = full_update;
stencil_state_dirty |=
SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
if (stencil_state_dirty) {
uint32_t stencil_ref = (regs.rb_stencilrefmask & 0xFF);
uint32_t stencil_read_mask = (regs.rb_stencilrefmask >> 8) & 0xFF;
uint32_t stencil_write_mask = (regs.rb_stencilrefmask >> 16) & 0xFF;
// VK_DYNAMIC_STATE_STENCIL_REFERENCE
dfn.vkCmdSetStencilReference(command_buffer, VK_STENCIL_FRONT_AND_BACK,
stencil_ref);
// VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK
dfn.vkCmdSetStencilCompareMask(command_buffer, VK_STENCIL_FRONT_AND_BACK,
stencil_read_mask);
// VK_DYNAMIC_STATE_STENCIL_WRITE_MASK
dfn.vkCmdSetStencilWriteMask(command_buffer, VK_STENCIL_FRONT_AND_BACK,
stencil_write_mask);
}
bool push_constants_dirty = full_update || viewport_state_dirty;
push_constants_dirty |= SetShadowRegister(&regs.sq_program_cntl.value,
XE_GPU_REG_SQ_PROGRAM_CNTL);
push_constants_dirty |=
SetShadowRegister(&regs.sq_context_misc, XE_GPU_REG_SQ_CONTEXT_MISC);
push_constants_dirty |=
SetShadowRegister(&regs.rb_colorcontrol, XE_GPU_REG_RB_COLORCONTROL);
push_constants_dirty |=
SetShadowRegister(&regs.rb_color_info.value, XE_GPU_REG_RB_COLOR_INFO);
push_constants_dirty |=
SetShadowRegister(&regs.rb_color1_info.value, XE_GPU_REG_RB_COLOR1_INFO);
push_constants_dirty |=
SetShadowRegister(&regs.rb_color2_info.value, XE_GPU_REG_RB_COLOR2_INFO);
push_constants_dirty |=
SetShadowRegister(&regs.rb_color3_info.value, XE_GPU_REG_RB_COLOR3_INFO);
push_constants_dirty |=
SetShadowRegister(&regs.rb_alpha_ref, XE_GPU_REG_RB_ALPHA_REF);
push_constants_dirty |=
SetShadowRegister(&regs.pa_su_point_size, XE_GPU_REG_PA_SU_POINT_SIZE);
if (push_constants_dirty) {
// Normal vertex shaders only, for now.
assert_true(regs.sq_program_cntl.vs_export_mode ==
xenos::VertexShaderExportMode::kPosition1Vector ||
regs.sq_program_cntl.vs_export_mode ==
xenos::VertexShaderExportMode::kPosition2VectorsSprite ||
regs.sq_program_cntl.vs_export_mode ==
xenos::VertexShaderExportMode::kMultipass);
assert_false(regs.sq_program_cntl.gen_index_vtx);
SpirvPushConstants push_constants = {};
// Done in VS, no need to flush state.
if (vport_xscale_enable) {
push_constants.window_scale[0] = 1.0f;
push_constants.window_scale[1] = -1.0f;
push_constants.window_scale[2] = 0.f;
push_constants.window_scale[3] = 0.f;
} else {
// 1 / unscaled viewport w/h
push_constants.window_scale[0] = window_width_scalar / 1280.f;
push_constants.window_scale[1] = window_height_scalar / 1280.f;
push_constants.window_scale[2] = (-1280.f / window_width_scalar) + 0.5f;
push_constants.window_scale[3] = (-1280.f / window_height_scalar) + 0.5f;
}
// https://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 = (regs.pa_cl_vte_cntl >> 8) & 0x1 ? 1.0f : 0.0f;
float vtx_z_fmt = (regs.pa_cl_vte_cntl >> 9) & 0x1 ? 1.0f : 0.0f;
float vtx_w0_fmt = (regs.pa_cl_vte_cntl >> 10) & 0x1 ? 1.0f : 0.0f;
push_constants.vtx_fmt[0] = vtx_xy_fmt;
push_constants.vtx_fmt[1] = vtx_xy_fmt;
push_constants.vtx_fmt[2] = vtx_z_fmt;
push_constants.vtx_fmt[3] = vtx_w0_fmt;
// Point size
push_constants.point_size[0] =
static_cast<float>((regs.pa_su_point_size & 0xffff0000) >> 16) / 8.0f;
push_constants.point_size[1] =
static_cast<float>((regs.pa_su_point_size & 0x0000ffff)) / 8.0f;
reg::RB_COLOR_INFO color_info[4] = {
regs.rb_color_info,
regs.rb_color1_info,
regs.rb_color2_info,
regs.rb_color3_info,
};
for (int i = 0; i < 4; i++) {
push_constants.color_exp_bias[i] =
static_cast<float>(1 << color_info[i].color_exp_bias);
}
// Alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE
// Emulated in shader.
// if(ALPHATESTENABLE && frag_out.a [<=/ALPHAFUNC] ALPHAREF) discard;
// ALPHATESTENABLE
push_constants.alpha_test[0] =
(regs.rb_colorcontrol & 0x8) != 0 ? 1.0f : 0.0f;
// ALPHAFUNC
push_constants.alpha_test[1] =
static_cast<float>(regs.rb_colorcontrol & 0x7);
// ALPHAREF
push_constants.alpha_test[2] = regs.rb_alpha_ref;
// Whether to populate a register in the pixel shader with frag coord.
int ps_param_gen = (regs.sq_context_misc >> 8) & 0xFF;
push_constants.ps_param_gen =
regs.sq_program_cntl.param_gen ? ps_param_gen : -1;
dfn.vkCmdPushConstants(command_buffer, pipeline_layout_,
VK_SHADER_STAGE_VERTEX_BIT |
VK_SHADER_STAGE_GEOMETRY_BIT |
VK_SHADER_STAGE_FRAGMENT_BIT,
0, kSpirvPushConstantsSize, &push_constants);
}
if (full_update) {
// VK_DYNAMIC_STATE_LINE_WIDTH
dfn.vkCmdSetLineWidth(command_buffer, 1.0f);
// VK_DYNAMIC_STATE_DEPTH_BOUNDS
dfn.vkCmdSetDepthBounds(command_buffer, 0.0f, 1.0f);
}
return true;
}
bool PipelineCache::SetShadowRegister(uint32_t* dest, uint32_t register_name) {
uint32_t value = register_file_->values[register_name].u32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
bool PipelineCache::SetShadowRegister(float* dest, uint32_t register_name) {
float value = register_file_->values[register_name].f32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
bool PipelineCache::SetShadowRegisterArray(uint32_t* dest, uint32_t num,
uint32_t register_name) {
bool dirty = false;
for (uint32_t i = 0; i < num; i++) {
uint32_t value = register_file_->values[register_name + i].u32;
if (dest[i] == value) {
continue;
}
dest[i] = value;
dirty |= true;
}
return dirty;
}
PipelineCache::UpdateStatus PipelineCache::UpdateState(
VulkanShader* vertex_shader, VulkanShader* pixel_shader,
xenos::PrimitiveType primitive_type) {
bool mismatch = false;
// Reset hash so we can build it up.
XXH3_64bits_reset(&hash_state_);
#define CHECK_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
XELOGE(error_message); \
return status; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
UpdateStatus status;
status = UpdateRenderTargetState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update render target state");
status = UpdateShaderStages(vertex_shader, pixel_shader, primitive_type);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update shader stages");
status = UpdateVertexInputState(vertex_shader);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update vertex input state");
status = UpdateInputAssemblyState(primitive_type);
CHECK_UPDATE_STATUS(status, mismatch,
"Unable to update input assembly state");
status = UpdateViewportState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state");
status = UpdateRasterizationState(primitive_type);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterization state");
status = UpdateMultisampleState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update multisample state");
status = UpdateDepthStencilState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update depth/stencil state");
status = UpdateColorBlendState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update color blend state");
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
PipelineCache::UpdateStatus PipelineCache::UpdateRenderTargetState() {
auto& regs = update_render_targets_regs_;
bool dirty = false;
// Check the render target formats
struct {
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;
}* cur_regs = reinterpret_cast<decltype(cur_regs)>(
&register_file_->values[XE_GPU_REG_RB_COLOR_INFO].u32);
dirty |=
regs.rb_color_info.color_format != cur_regs->rb_color_info.color_format;
dirty |=
regs.rb_depth_info.depth_format != cur_regs->rb_depth_info.depth_format;
dirty |=
regs.rb_color1_info.color_format != cur_regs->rb_color1_info.color_format;
dirty |=
regs.rb_color2_info.color_format != cur_regs->rb_color2_info.color_format;
dirty |=
regs.rb_color3_info.color_format != cur_regs->rb_color3_info.color_format;
// And copy the regs over.
regs.rb_color_info.color_format = cur_regs->rb_color_info.color_format;
regs.rb_depth_info.depth_format = cur_regs->rb_depth_info.depth_format;
regs.rb_color1_info.color_format = cur_regs->rb_color1_info.color_format;
regs.rb_color2_info.color_format = cur_regs->rb_color2_info.color_format;
regs.rb_color3_info.color_format = cur_regs->rb_color3_info.color_format;
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
return UpdateStatus::kMismatch;
}
PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
VulkanShader* vertex_shader, VulkanShader* pixel_shader,
xenos::PrimitiveType primitive_type) {
auto& regs = update_shader_stages_regs_;
// These are the constant base addresses/ranges for shaders.
// We have these hardcoded right now cause nothing seems to differ.
assert_true(register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 ==
0x000FF000 ||
register_file_->values[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
assert_true(register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 ==
0x000FF100 ||
register_file_->values[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
bool dirty = false;
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.sq_program_cntl.value,
XE_GPU_REG_SQ_PROGRAM_CNTL);
dirty |= regs.vertex_shader != vertex_shader;
dirty |= regs.pixel_shader != pixel_shader;
dirty |= regs.primitive_type != primitive_type;
regs.vertex_shader = vertex_shader;
regs.pixel_shader = pixel_shader;
regs.primitive_type = primitive_type;
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
VulkanShader::VulkanTranslation* vertex_shader_translation =
static_cast<VulkanShader::VulkanTranslation*>(
vertex_shader->GetOrCreateTranslation(
shader_translator_->GetDefaultVertexShaderModification(
vertex_shader->GetDynamicAddressableRegisterCount(
regs.sq_program_cntl.vs_num_reg))));
if (!vertex_shader_translation->is_translated() &&
!TranslateShader(*vertex_shader_translation)) {
XELOGE("Failed to translate the vertex shader!");
return UpdateStatus::kError;
}
VulkanShader::VulkanTranslation* pixel_shader_translation = nullptr;
if (pixel_shader) {
pixel_shader_translation = static_cast<VulkanShader::VulkanTranslation*>(
pixel_shader->GetOrCreateTranslation(
shader_translator_->GetDefaultPixelShaderModification(
pixel_shader->GetDynamicAddressableRegisterCount(
regs.sq_program_cntl.ps_num_reg))));
if (!pixel_shader_translation->is_translated() &&
!TranslateShader(*pixel_shader_translation)) {
XELOGE("Failed to translate the pixel shader!");
return UpdateStatus::kError;
}
}
update_shader_stages_stage_count_ = 0;
auto& vertex_pipeline_stage =
update_shader_stages_info_[update_shader_stages_stage_count_++];
vertex_pipeline_stage.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertex_pipeline_stage.pNext = nullptr;
vertex_pipeline_stage.flags = 0;
vertex_pipeline_stage.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertex_pipeline_stage.module = vertex_shader_translation->shader_module();
vertex_pipeline_stage.pName = "main";
vertex_pipeline_stage.pSpecializationInfo = nullptr;
bool is_line_mode = false;
if (((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0) {
uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7;
if (front_poly_mode == 1) {
is_line_mode = true;
}
}
auto geometry_shader = GetGeometryShader(primitive_type, is_line_mode);
if (geometry_shader) {
auto& geometry_pipeline_stage =
update_shader_stages_info_[update_shader_stages_stage_count_++];
geometry_pipeline_stage.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
geometry_pipeline_stage.pNext = nullptr;
geometry_pipeline_stage.flags = 0;
geometry_pipeline_stage.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
geometry_pipeline_stage.module = geometry_shader;
geometry_pipeline_stage.pName = "main";
geometry_pipeline_stage.pSpecializationInfo = nullptr;
}
auto& pixel_pipeline_stage =
update_shader_stages_info_[update_shader_stages_stage_count_++];
pixel_pipeline_stage.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
pixel_pipeline_stage.pNext = nullptr;
pixel_pipeline_stage.flags = 0;
pixel_pipeline_stage.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
pixel_pipeline_stage.module = pixel_shader_translation
? pixel_shader_translation->shader_module()
: dummy_pixel_shader_;
pixel_pipeline_stage.pName = "main";
pixel_pipeline_stage.pSpecializationInfo = nullptr;
return UpdateStatus::kMismatch;
}
PipelineCache::UpdateStatus PipelineCache::UpdateVertexInputState(
VulkanShader* vertex_shader) {
auto& regs = update_vertex_input_state_regs_;
auto& state_info = update_vertex_input_state_info_;
bool dirty = false;
dirty |= vertex_shader != regs.vertex_shader;
regs.vertex_shader = vertex_shader;
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
// We don't use vertex inputs.
state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
state_info.vertexBindingDescriptionCount = 0;
state_info.vertexAttributeDescriptionCount = 0;
state_info.pVertexBindingDescriptions = nullptr;
state_info.pVertexAttributeDescriptions = nullptr;
return UpdateStatus::kCompatible;
}
PipelineCache::UpdateStatus PipelineCache::UpdateInputAssemblyState(
xenos::PrimitiveType primitive_type) {
auto& regs = update_input_assembly_state_regs_;
auto& state_info = update_input_assembly_state_info_;
bool dirty = false;
dirty |= primitive_type != regs.primitive_type;
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.multi_prim_ib_reset_index,
XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX);
regs.primitive_type = primitive_type;
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
state_info.sType =
VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
switch (primitive_type) {
case xenos::PrimitiveType::kPointList:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
break;
case xenos::PrimitiveType::kLineList:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
break;
case xenos::PrimitiveType::kLineStrip:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
break;
case xenos::PrimitiveType::kLineLoop:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
break;
case xenos::PrimitiveType::kTriangleList:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
break;
case xenos::PrimitiveType::kTriangleStrip:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
break;
case xenos::PrimitiveType::kTriangleFan:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN;
break;
case xenos::PrimitiveType::kRectangleList:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
break;
case xenos::PrimitiveType::kQuadList:
state_info.topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY;
break;
default:
case xenos::PrimitiveType::kTriangleWithWFlags:
XELOGE("unsupported primitive type {}", primitive_type);
assert_unhandled_case(primitive_type);
return UpdateStatus::kError;
}
// TODO(benvanik): anything we can do about this? Vulkan seems to only support
// first.
assert_zero(regs.pa_su_sc_mode_cntl & (1 << 19));
// if (regs.pa_su_sc_mode_cntl & (1 << 19)) {
// glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
// } else {
// glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
// }
// Primitive restart index is handled in the buffer cache.
if (regs.pa_su_sc_mode_cntl & (1 << 21)) {
state_info.primitiveRestartEnable = VK_TRUE;
} else {
state_info.primitiveRestartEnable = VK_FALSE;
}
return UpdateStatus::kMismatch;
}
PipelineCache::UpdateStatus PipelineCache::UpdateViewportState() {
auto& state_info = update_viewport_state_info_;
state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
state_info.viewportCount = 1;
state_info.scissorCount = 1;
// Ignored; set dynamically.
state_info.pViewports = nullptr;
state_info.pScissors = nullptr;
return UpdateStatus::kCompatible;
}
PipelineCache::UpdateStatus PipelineCache::UpdateRasterizationState(
xenos::PrimitiveType primitive_type) {
auto& regs = update_rasterization_state_regs_;
auto& state_info = update_rasterization_state_info_;
bool dirty = false;
dirty |= regs.primitive_type != primitive_type;
dirty |= SetShadowRegister(&regs.pa_cl_clip_cntl, XE_GPU_REG_PA_CL_CLIP_CNTL);
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.pa_sc_screen_scissor_tl,
XE_GPU_REG_PA_SC_SCREEN_SCISSOR_TL);
dirty |= SetShadowRegister(&regs.pa_sc_screen_scissor_br,
XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR);
dirty |= SetShadowRegister(&regs.pa_sc_viz_query, XE_GPU_REG_PA_SC_VIZ_QUERY);
dirty |= SetShadowRegister(&regs.multi_prim_ib_reset_index,
XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX);
regs.primitive_type = primitive_type;
// Vulkan doesn't support separate depth biases for different sides.
// SetRenderState also accepts only one argument, so they should be rare.
// The culling mode must match the one in SetDynamicState, so not applying
// the primitive type exceptions to this (very unlikely to happen anyway).
bool depth_bias_enable = false;
uint32_t cull_mode = regs.pa_su_sc_mode_cntl & 0x3;
if (cull_mode != 1) {
float depth_bias_scale =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
float depth_bias_offset =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
depth_bias_enable = (depth_bias_scale != 0.0f && depth_bias_offset != 0.0f);
}
if (!depth_bias_enable && cull_mode != 2) {
float depth_bias_scale =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
float depth_bias_offset =
register_file_->values[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
depth_bias_enable = (depth_bias_scale != 0.0f && depth_bias_offset != 0.0f);
}
if (regs.pa_su_poly_offset_enable !=
static_cast<uint32_t>(depth_bias_enable)) {
regs.pa_su_poly_offset_enable = static_cast<uint32_t>(depth_bias_enable);
dirty = true;
}
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
// ZCLIP_NEAR_DISABLE
// state_info.depthClampEnable = !(regs.pa_cl_clip_cntl & (1 << 26));
// RASTERIZER_DISABLE
// state_info.rasterizerDiscardEnable = !!(regs.pa_cl_clip_cntl & (1 << 22));
// CLIP_DISABLE
state_info.depthClampEnable = !!(regs.pa_cl_clip_cntl & (1 << 16));
state_info.rasterizerDiscardEnable = VK_FALSE;
bool poly_mode = ((regs.pa_su_sc_mode_cntl >> 3) & 0x3) != 0;
if (poly_mode) {
uint32_t front_poly_mode = (regs.pa_su_sc_mode_cntl >> 5) & 0x7;
uint32_t back_poly_mode = (regs.pa_su_sc_mode_cntl >> 8) & 0x7;
// Vulkan only supports both matching.
assert_true(front_poly_mode == back_poly_mode);
static const VkPolygonMode kFillModes[3] = {
VK_POLYGON_MODE_POINT,
VK_POLYGON_MODE_LINE,
VK_POLYGON_MODE_FILL,
};
state_info.polygonMode = kFillModes[front_poly_mode];
} else {
state_info.polygonMode = VK_POLYGON_MODE_FILL;
}
switch (cull_mode) {
case 0:
state_info.cullMode = VK_CULL_MODE_NONE;
break;
case 1:
state_info.cullMode = VK_CULL_MODE_FRONT_BIT;
break;
case 2:
state_info.cullMode = VK_CULL_MODE_BACK_BIT;
break;
case 3:
// Cull both sides?
assert_always();
break;
}
if (regs.pa_su_sc_mode_cntl & 0x4) {
state_info.frontFace = VK_FRONT_FACE_CLOCKWISE;
} else {
state_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
}
if (primitive_type == xenos::PrimitiveType::kRectangleList) {
// Rectangle lists aren't culled. There may be other things they skip too.
state_info.cullMode = VK_CULL_MODE_NONE;
} else if (primitive_type == xenos::PrimitiveType::kPointList) {
// Face culling doesn't apply to point primitives.
state_info.cullMode = VK_CULL_MODE_NONE;
}
state_info.depthBiasEnable = depth_bias_enable ? VK_TRUE : VK_FALSE;
// Ignored; set dynamically:
state_info.depthBiasConstantFactor = 0;
state_info.depthBiasClamp = 0;
state_info.depthBiasSlopeFactor = 0;
state_info.lineWidth = 1.0f;
return UpdateStatus::kMismatch;
}
PipelineCache::UpdateStatus PipelineCache::UpdateMultisampleState() {
auto& regs = update_multisample_state_regs_;
auto& state_info = update_multisample_state_info_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.pa_sc_aa_config, XE_GPU_REG_PA_SC_AA_CONFIG);
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
// PA_SC_AA_CONFIG MSAA_NUM_SAMPLES (0x7)
// PA_SC_AA_MASK (0xFFFF)
// PA_SU_SC_MODE_CNTL MSAA_ENABLE (0x10000)
// If set, all samples will be sampled at set locations. Otherwise, they're
// all sampled from the pixel center.
if (cvars::vulkan_native_msaa) {
auto msaa_num_samples =
static_cast<xenos::MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
switch (msaa_num_samples) {
case xenos::MsaaSamples::k1X:
state_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
break;
case xenos::MsaaSamples::k2X:
state_info.rasterizationSamples = VK_SAMPLE_COUNT_2_BIT;
break;
case xenos::MsaaSamples::k4X:
state_info.rasterizationSamples = VK_SAMPLE_COUNT_4_BIT;
break;
default:
assert_unhandled_case(msaa_num_samples);
break;
}
} else {
state_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
}
state_info.sampleShadingEnable = VK_FALSE;
state_info.minSampleShading = 0;
state_info.pSampleMask = nullptr;
state_info.alphaToCoverageEnable = VK_FALSE;
state_info.alphaToOneEnable = VK_FALSE;
return UpdateStatus::kMismatch;
}
PipelineCache::UpdateStatus PipelineCache::UpdateDepthStencilState() {
auto& regs = update_depth_stencil_state_regs_;
auto& state_info = update_depth_stencil_state_info_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
dirty |=
SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
static const VkCompareOp compare_func_map[] = {
/* 0 */ VK_COMPARE_OP_NEVER,
/* 1 */ VK_COMPARE_OP_LESS,
/* 2 */ VK_COMPARE_OP_EQUAL,
/* 3 */ VK_COMPARE_OP_LESS_OR_EQUAL,
/* 4 */ VK_COMPARE_OP_GREATER,
/* 5 */ VK_COMPARE_OP_NOT_EQUAL,
/* 6 */ VK_COMPARE_OP_GREATER_OR_EQUAL,
/* 7 */ VK_COMPARE_OP_ALWAYS,
};
static const VkStencilOp stencil_op_map[] = {
/* 0 */ VK_STENCIL_OP_KEEP,
/* 1 */ VK_STENCIL_OP_ZERO,
/* 2 */ VK_STENCIL_OP_REPLACE,
/* 3 */ VK_STENCIL_OP_INCREMENT_AND_CLAMP,
/* 4 */ VK_STENCIL_OP_DECREMENT_AND_CLAMP,
/* 5 */ VK_STENCIL_OP_INVERT,
/* 6 */ VK_STENCIL_OP_INCREMENT_AND_WRAP,
/* 7 */ VK_STENCIL_OP_DECREMENT_AND_WRAP,
};
// Depth state
// TODO: EARLY_Z_ENABLE (needs to be enabled in shaders)
state_info.depthWriteEnable = !!(regs.rb_depthcontrol & 0x4);
state_info.depthTestEnable = !!(regs.rb_depthcontrol & 0x2);
state_info.stencilTestEnable = !!(regs.rb_depthcontrol & 0x1);
state_info.depthCompareOp =
compare_func_map[(regs.rb_depthcontrol >> 4) & 0x7];
state_info.depthBoundsTestEnable = VK_FALSE;
// Stencil state
state_info.front.compareOp =
compare_func_map[(regs.rb_depthcontrol >> 8) & 0x7];
state_info.front.failOp = stencil_op_map[(regs.rb_depthcontrol >> 11) & 0x7];
state_info.front.passOp = stencil_op_map[(regs.rb_depthcontrol >> 14) & 0x7];
state_info.front.depthFailOp =
stencil_op_map[(regs.rb_depthcontrol >> 17) & 0x7];
// BACKFACE_ENABLE
if (!!(regs.rb_depthcontrol & 0x80)) {
state_info.back.compareOp =
compare_func_map[(regs.rb_depthcontrol >> 20) & 0x7];
state_info.back.failOp = stencil_op_map[(regs.rb_depthcontrol >> 23) & 0x7];
state_info.back.passOp = stencil_op_map[(regs.rb_depthcontrol >> 26) & 0x7];
state_info.back.depthFailOp =
stencil_op_map[(regs.rb_depthcontrol >> 29) & 0x7];
} else {
// Back state is identical to front state.
std::memcpy(&state_info.back, &state_info.front, sizeof(VkStencilOpState));
}
// Ignored; set dynamically.
state_info.minDepthBounds = 0;
state_info.maxDepthBounds = 0;
state_info.front.compareMask = 0;
state_info.front.writeMask = 0;
state_info.front.reference = 0;
state_info.back.compareMask = 0;
state_info.back.writeMask = 0;
state_info.back.reference = 0;
return UpdateStatus::kMismatch;
}
PipelineCache::UpdateStatus PipelineCache::UpdateColorBlendState() {
auto& regs = update_color_blend_state_regs_;
auto& state_info = update_color_blend_state_info_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.rb_color_mask, XE_GPU_REG_RB_COLOR_MASK);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[0], XE_GPU_REG_RB_BLENDCONTROL0);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[1], XE_GPU_REG_RB_BLENDCONTROL1);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[2], XE_GPU_REG_RB_BLENDCONTROL2);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[3], XE_GPU_REG_RB_BLENDCONTROL3);
dirty |= SetShadowRegister(&regs.rb_modecontrol, XE_GPU_REG_RB_MODECONTROL);
XXH3_64bits_update(&hash_state_, &regs, sizeof(regs));
if (!dirty) {
return UpdateStatus::kCompatible;
}
state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
state_info.pNext = nullptr;
state_info.flags = 0;
state_info.logicOpEnable = VK_FALSE;
state_info.logicOp = VK_LOGIC_OP_NO_OP;
auto enable_mode = static_cast<xenos::ModeControl>(regs.rb_modecontrol & 0x7);
static const VkBlendFactor kBlendFactorMap[] = {
/* 0 */ VK_BLEND_FACTOR_ZERO,
/* 1 */ VK_BLEND_FACTOR_ONE,
/* 2 */ VK_BLEND_FACTOR_ZERO, // ?
/* 3 */ VK_BLEND_FACTOR_ZERO, // ?
/* 4 */ VK_BLEND_FACTOR_SRC_COLOR,
/* 5 */ VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
/* 6 */ VK_BLEND_FACTOR_SRC_ALPHA,
/* 7 */ VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
/* 8 */ VK_BLEND_FACTOR_DST_COLOR,
/* 9 */ VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
/* 10 */ VK_BLEND_FACTOR_DST_ALPHA,
/* 11 */ VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
/* 12 */ VK_BLEND_FACTOR_CONSTANT_COLOR,
/* 13 */ VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
/* 14 */ VK_BLEND_FACTOR_CONSTANT_ALPHA,
/* 15 */ VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
/* 16 */ VK_BLEND_FACTOR_SRC_ALPHA_SATURATE,
};
static const VkBlendOp kBlendOpMap[] = {
/* 0 */ VK_BLEND_OP_ADD,
/* 1 */ VK_BLEND_OP_SUBTRACT,
/* 2 */ VK_BLEND_OP_MIN,
/* 3 */ VK_BLEND_OP_MAX,
/* 4 */ VK_BLEND_OP_REVERSE_SUBTRACT,
};
auto& attachment_states = update_color_blend_attachment_states_;
for (int i = 0; i < 4; ++i) {
uint32_t blend_control = regs.rb_blendcontrol[i];
auto& attachment_state = attachment_states[i];
attachment_state.blendEnable = (blend_control & 0x1FFF1FFF) != 0x00010001;
// A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND
attachment_state.srcColorBlendFactor =
kBlendFactorMap[(blend_control & 0x0000001F) >> 0];
// A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND
attachment_state.dstColorBlendFactor =
kBlendFactorMap[(blend_control & 0x00001F00) >> 8];
// A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN
attachment_state.colorBlendOp =
kBlendOpMap[(blend_control & 0x000000E0) >> 5];
// A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND
attachment_state.srcAlphaBlendFactor =
kBlendFactorMap[(blend_control & 0x001F0000) >> 16];
// A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND
attachment_state.dstAlphaBlendFactor =
kBlendFactorMap[(blend_control & 0x1F000000) >> 24];
// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
attachment_state.alphaBlendOp =
kBlendOpMap[(blend_control & 0x00E00000) >> 21];
// A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
// Lines up with VkColorComponentFlagBits, where R=bit 1, G=bit 2, etc..
uint32_t write_mask = (regs.rb_color_mask >> (i * 4)) & 0xF;
attachment_state.colorWriteMask =
enable_mode == xenos::ModeControl::kColorDepth ? write_mask : 0;
}
state_info.attachmentCount = 4;
state_info.pAttachments = attachment_states;
// Ignored; set dynamically.
state_info.blendConstants[0] = 0.0f;
state_info.blendConstants[1] = 0.0f;
state_info.blendConstants[2] = 0.0f;
state_info.blendConstants[3] = 0.0f;
return UpdateStatus::kMismatch;
}
} // namespace vulkan
} // namespace gpu
} // namespace xe