612 lines
26 KiB
C++
612 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_RENDER_TARGET_CACHE_H_
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#define XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
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#include <memory>
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#include <unordered_map>
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#include "xenia/base/cvar.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/d3d12/d3d12_shared_memory.h"
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#include "xenia/gpu/d3d12/texture_cache.h"
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#include "xenia/gpu/draw_util.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/trace_writer.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/memory.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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#include "xenia/ui/d3d12/d3d12_upload_buffer_pool.h"
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DECLARE_bool(d3d12_16bit_rtv_full_range);
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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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// =============================================================================
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// How EDRAM is used by Xenos:
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// (Copied from the old version of the render target cache, so implementation
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// info may differ from the way EDRAM is emulated now.)
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// =============================================================================
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//
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// On the 360 the render target is an opaque block of memory in EDRAM that's
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// only accessible via resolves. We use this to our advantage to simulate
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// something like it as best we can by having a shared backing memory with
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// a multitude of views for each tile location in EDRAM.
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//
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// This allows us to have the same base address write to the same memory
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// regardless of framebuffer format. Resolving then uses whatever format the
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// resolve requests straight from the backing memory.
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//
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// EDRAM is a beast and we only approximate it as best we can. Basically,
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// the 10MiB of EDRAM is composed of 2048 5120b tiles. Each tile is 80x16px.
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// +-----+-----+-----+---
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// |tile0|tile1|tile2|... 2048 times
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// +-----+-----+-----+---
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// Operations dealing with EDRAM deal in tile offsets, so base 0x100 is tile
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// offset 256, 256*5120=1310720b into the buffer. All rendering operations are
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// aligned to tiles so trying to draw at 256px wide will have a real width of
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// 320px by rounding up to the next tile.
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//
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// MSAA and other settings will modify the exact pixel sizes, like 4X makes
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// each tile effectively 40x8px / 2X makes each tile 80x8px, but they are still
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// all 5120b. As we try to emulate this we adjust our viewport when rendering to
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// stretch pixels as needed.
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//
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// It appears that games also take advantage of MSAA stretching tiles when doing
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// clears. Games will clear a view with 1/2X pitch/height and 4X MSAA and then
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// later draw to that view with 1X pitch/height and 1X MSAA.
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//
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// The good news is that games cannot read EDRAM directly but must use a copy
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// operation to get the data out. That gives us a chance to do whatever we
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// need to (re-tile, etc) only when requested.
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//
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// To approximate the tiled EDRAM layout we use a single large chunk of memory.
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// From this memory we create many VkImages (and VkImageViews) of various
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// formats and dimensions as requested by the game. These are used as
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// attachments during rendering and as sources during copies. They are also
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// heavily aliased - lots of images will reference the same locations in the
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// underlying EDRAM buffer. The only requirement is that there are no hazards
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// with specific tiles (reading/writing the same tile through different images)
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// and otherwise it should be ok *fingers crossed*.
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//
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// One complication is the copy/resolve process itself: we need to give back
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// the data asked for in the format desired and where it goes is arbitrary
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// (any address in physical memory). If the game is good we get resolves of
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// EDRAM into fixed base addresses with scissored regions. If the game is bad
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// we are broken.
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//
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// Resolves from EDRAM result in tiled textures - that's texture tiles, not
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// EDRAM tiles. If we wanted to ensure byte-for-byte correctness we'd need to
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// then tile the images as we wrote them out. For now, we just attempt to
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// get the (X, Y) in linear space and do that. This really comes into play
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// when multiple resolves write to the same texture or memory aliased by
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// multiple textures - which is common due to predicated tiling. The examples
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// below demonstrate what this looks like, but the important thing is that
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// we are aware of partial textures and overlapping regions.
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//
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// Example with multiple render targets:
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// Two color targets of 256x256px tightly packed in EDRAM:
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// color target 0: base 0x0, pitch 320, scissor 0,0, 256x256
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// starts at tile 0, buffer offset 0
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// contains 64 tiles (320/80)*(256/16)
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// color target 1: base 0x40, pitch 320, scissor 256,0, 256x256
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// starts at tile 64 (after color target 0), buffer offset 327680b
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// contains 64 tiles
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// In EDRAM each set of 64 tiles is contiguous:
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// +------+------+ +------+------+------+
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// |ct0.0 |ct0.1 |...|ct0.63|ct1.0 |ct1.1 |...
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// +------+------+ +------+------+------+
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// To render into these, we setup two VkImages:
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// image 0: bound to buffer offset 0, 320x256x4=327680b
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// image 1: bound to buffer offset 327680b, 320x256x4=327680b
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// So when we render to them:
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// +------+-+ scissored to 256x256, actually 320x256
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// | . | | <- . appears at some untiled offset in the buffer, but
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// | | | consistent if aliased with the same format
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// +------+-+
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// In theory, this gives us proper aliasing in most cases.
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//
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// Example with horizontal predicated tiling:
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// Trying to render 1024x576 @4X MSAA, splitting into two regions
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// horizontally:
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// +----------+
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// | 1024x288 |
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// +----------+
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// | 1024x288 |
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// +----------+
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// EDRAM configured for 1056x288px with tile size 2112x567px (4X MSAA):
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// color target 0: base 0x0, pitch 1080, 26x36 tiles
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// First render (top):
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// window offset 0,0
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// scissor 0,0, 1024x288
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// First resolve (top):
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// RB_COPY_DEST_BASE 0x1F45D000
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// RB_COPY_DEST_PITCH pitch=1024, height=576
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// vertices: 0,0, 1024,0, 1024,288
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// Second render (bottom):
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// window offset 0,-288
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// scissor 0,288, 1024x288
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// Second resolve (bottom):
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// RB_COPY_DEST_BASE 0x1F57D000 (+1179648b)
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// RB_COPY_DEST_PITCH pitch=1024, height=576
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// (exactly 1024x288*4b after first resolve)
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// vertices: 0,288, 1024,288, 1024,576
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// Resolving here is easy as the textures are contiguous in memory. We can
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// snoop in the first resolve with the dest height to know the total size,
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// and in the second resolve see that it overlaps and place it in the
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// existing target.
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//
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// Example with vertical predicated tiling:
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// Trying to render 1280x720 @2X MSAA, splitting into two regions
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// vertically:
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// +-----+-----+
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// | 640 | 640 |
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// | x | x |
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// | 720 | 720 |
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// +-----+-----+
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// EDRAM configured for 640x736px with tile size 640x1472px (2X MSAA):
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// color target 0: base 0x0, pitch 640, 8x92 tiles
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// First render (left):
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// window offset 0,0
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// scissor 0,0, 640x720
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// First resolve (left):
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// RB_COPY_DEST_BASE 0x1BC6D000
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// RB_COPY_DEST_PITCH pitch=1280, height=720
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// vertices: 0,0, 640,0, 640,720
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// Second render (right):
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// window offset -640,0
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// scissor 640,0, 640x720
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// Second resolve (right):
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// RB_COPY_DEST_BASE 0x1BC81000 (+81920b)
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// RB_COPY_DEST_PITCH pitch=1280, height=720
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// vertices: 640,0, 1280,0, 1280,720
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// Resolving here is much more difficult as resolves are tiled and the right
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// half of the texture is 81920b away:
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// 81920/4bpp=20480px, /32 (texture tile size)=640px
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// We know the texture size with the first resolve and with the second we
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// must check for overlap then compute the offset (in both X and Y).
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//
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// =============================================================================
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// Surface size:
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// =============================================================================
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//
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// XGSurfaceSize code in game executables calculates the size in tiles in the
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// following order:
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// 1) If MSAA is >=2x, multiply the height by 2.
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// 2) If MSAA is 4x, multiply the width by 2.
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// 3) 80x16-align multisampled width and height.
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// 4) Multiply width*height by 4 or 8 depending on the pixel format.
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// 5) Divide the byte size by 5120.
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// This means that when working with EDRAM surface sizes we should assume that a
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// multisampled surface is the same as a single-sampled surface with 2x height
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// and width - however, format size doesn't effect the dimensions. Surface pitch
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// in the surface info register is single-sampled.
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//
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// =============================================================================
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// Rasterizer-ordered view usage:
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// =============================================================================
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//
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// There is a separate output merger emulation path currently in development,
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// using rasterizer-ordered views for writing directly to the 10 MB EDRAM buffer
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// instead of the host output merger for render target output.
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//
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// The convential method of implementing Xenos render targets via host render
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// targets has various flaws that may be impossible to fix:
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// - k_16_16 and k_16_16_16_16 have -32...32 range on Xenos, but there's no
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// equivalent format on PC APIs. They may be emulated using snorm16 (by
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// dividing shader color output by 32) or float32, however, blending behaves
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// incorrectly for both. In the former case, multiplicative blending may not
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// work correctly - 1 becomes 1/32, and instead of 1 * 1 = 1, you get
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// 1/32 * 1/32 = 1/1024. For 32-bit floats, additive blending result may go up
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// to infinity.
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// - k_2_10_10_10_FLOAT has similar blending issues, though less prominent, when
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// emulated via float16 render targets. In addition to a greater range for
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// RGB (values can go up to 65504 and infinity rather than 31.875), alpha is
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// represented totally differently - in k_2_10_10_10_FLOAT, it may have only
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// 4 values, and adding, for example, 0.1 to 0.333 will still result in 0.333,
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// while with float16, it will be increasing, and the limit is infinity.
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// - Due to simultaneously bound host render targets being independent from each
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// other, and because the height is unknown (and the viewport and scissor are
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// not always present - D3DPT_RECTLIST is used very commonly, especially for
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// clearing (Direct3D 9 Clear is implemented this way on the Xbox 360) and
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// copying, and it's usually drawn without a viewport and with the scissor of
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// the maximum possible size), there may be cases of simultaneously bound
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// render targets overlapping each other in the EDRAM in a way that is
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// difficult to resolve, and stores/loads may destroy data.
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//
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// =============================================================================
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// 2x width and height scaling implementation:
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// =============================================================================
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//
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// For ease of mapping EDRAM addresses, host pixels (top-left, top-right,
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// bottom-left, bottom-right) within EACH GUEST SAMPLE are stored consecutively,
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// this means that the address of each sample with 4x resolution enabled is 4x
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// the address of it without increased resolution - and you only need to add
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// (uint(SV_Position.y) * 2u + uint(SV_Position.x)) to the dword/qword index to
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// get each of the 4 host pixels for each sample.
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class RenderTargetCache {
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public:
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// Direct3D 12 debug layer is giving errors that contradict each other when
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// you use null RTV descriptors - if you set a valid format in RTVFormats in
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// the pipeline state, it says that null descriptors can only be used if the
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// format in the pipeline state is DXGI_FORMAT_UNKNOWN, however, if
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// DXGI_FORMAT_UNKNOWN is set, it complains that the format in the pipeline
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// state doesn't match the RTV format. So we have to make render target
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// bindings consecutive and remap the output indices in pixel shaders.
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struct PipelineRenderTarget {
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uint32_t guest_render_target;
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DXGI_FORMAT format;
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};
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RenderTargetCache(D3D12CommandProcessor& command_processor,
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const RegisterFile& register_file,
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TraceWriter& trace_writer, bool bindless_resources_used,
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bool edram_rov_used);
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~RenderTargetCache();
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bool Initialize(const TextureCache& texture_cache);
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void Shutdown();
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void ClearCache();
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void CompletedSubmissionUpdated();
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void BeginSubmission();
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void EndFrame();
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// Called in the beginning of a draw call - may bind pipelines and change the
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// view descriptor heap.
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bool UpdateRenderTargets(const D3D12Shader* pixel_shader);
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// Returns the host-to-guest mappings and host formats of currently bound
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// render targets for pipeline creation and remapping in shaders. They are
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// consecutive, and format DXGI_FORMAT_UNKNOWN terminates the list. Depth
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// format is in the 5th render target.
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const PipelineRenderTarget* GetCurrentPipelineRenderTargets() const {
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return current_pipeline_render_targets_;
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}
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// Performs the resolve to a shared memory area according to the current
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// register values, and also clears the EDRAM buffer if needed. Must be in a
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// frame for calling.
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bool Resolve(const Memory& memory, D3D12SharedMemory& shared_memory,
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TextureCache& texture_cache, uint32_t& written_address_out,
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uint32_t& written_length_out);
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bool Resolve(D3D12SharedMemory* shared_memory, TextureCache* texture_cache,
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Memory* memory, uint32_t& written_address_out,
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uint32_t& written_length_out);
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// Flushes the render targets to EDRAM and unbinds them, for instance, when
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// the command processor takes over framebuffer bindings to draw something
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// special. May change the CBV/SRV/UAV descriptor heap.
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void FlushAndUnbindRenderTargets();
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void WriteEdramRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteEdramRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
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void WriteEdramUintPow2SRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t element_size_bytes_pow2);
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void WriteEdramUintPow2UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
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uint32_t element_size_bytes_pow2);
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// Totally necessary to rely on the base format - Too Human switches between
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// 2_10_10_10_FLOAT and 2_10_10_10_FLOAT_AS_16_16_16_16 every draw.
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static xenos::ColorRenderTargetFormat GetBaseColorFormat(
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xenos::ColorRenderTargetFormat format);
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static DXGI_FORMAT GetColorDXGIFormat(xenos::ColorRenderTargetFormat format);
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// Nvidia may have higher performance with 24-bit depth, AMD should have no
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// performance difference, but with EDRAM loads/stores less conversion should
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// be performed by the shaders if D24S8 is emulated as D24_UNORM_S8_UINT, and
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// it's probably more accurate.
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static DXGI_FORMAT GetDepthDXGIFormat(xenos::DepthRenderTargetFormat format) {
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return format == xenos::DepthRenderTargetFormat::kD24FS8
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? DXGI_FORMAT_D32_FLOAT_S8X24_UINT
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: DXGI_FORMAT_D24_UNORM_S8_UINT;
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}
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// Returns true if any downloads were submitted to the command processor.
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bool InitializeTraceSubmitDownloads();
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void InitializeTraceCompleteDownloads();
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void RestoreEdramSnapshot(const void* snapshot);
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private:
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enum class EdramLoadStoreMode {
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kColor32bpp,
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kColor64bpp,
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kColor7e3,
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kDepthUnorm,
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kDepthFloat,
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kCount
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};
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struct EdramLoadStoreModeInfo {
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const void* load_shader;
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size_t load_shader_size;
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const WCHAR* load_pipeline_name;
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const void* store_shader;
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size_t store_shader_size;
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const WCHAR* store_pipeline_name;
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};
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union RenderTargetKey {
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struct {
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// Supersampled (_ss - scaled 2x if needed) dimensions, divided by 80x16.
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// The limit is 2560x2560 without AA, 2560x5120 with 2x AA, and 5120x5120
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// with 4x AA, and twice as much (up to 10240x10240) with 2x resolution
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// scaling.
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uint32_t width_ss_div_80 : 8; // 8
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uint32_t height_ss_div_16 : 10; // 18
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uint32_t is_depth : 1; // 19
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uint32_t format : 4; // 23
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};
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uint32_t value;
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// Clearing the unused bits.
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RenderTargetKey() : value(0) {}
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RenderTargetKey(const RenderTargetKey& key) : value(key.value) {}
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RenderTargetKey& operator=(const RenderTargetKey& key) {
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value = key.value;
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return *this;
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}
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bool operator==(const RenderTargetKey& key) const {
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return value == key.value;
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}
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bool operator!=(const RenderTargetKey& key) const {
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return value != key.value;
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}
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};
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struct RenderTarget {
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ID3D12Resource* resource;
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D3D12_RESOURCE_STATES state;
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D3D12_CPU_DESCRIPTOR_HANDLE handle;
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RenderTargetKey key;
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#if 0
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// The first 4 MB page in the heaps.
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uint32_t heap_page_first;
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// The number of 4 MB pages this render target uses.
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uint32_t heap_page_count;
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#else
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// Index of the render target when multiple render targets with the same key
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// are bound simultaneously.
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uint32_t instance;
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#endif
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// Color/depth and stencil layouts.
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprints[2];
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// Buffer size needed to copy the render target to the EDRAM buffer.
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uint32_t copy_buffer_size;
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};
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struct RenderTargetBinding {
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// Whether this render target has been used since the last full update.
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bool is_bound;
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uint32_t edram_base;
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// How many 16-pixel rows has already been drawn to the render target since
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// the last full update.
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uint32_t edram_dirty_rows;
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union {
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uint32_t format;
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xenos::ColorRenderTargetFormat color_format;
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xenos::DepthRenderTargetFormat depth_format;
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};
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RenderTarget* render_target;
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};
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// Converting resolve pipeline.
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struct ResolvePipeline {
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ID3D12PipelineState* pipeline;
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DXGI_FORMAT dest_format;
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};
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union ResolveTargetKey {
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struct {
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// 2560 / 32 = 80 (7 bits), * 2 for 2x resolution scale = 160 (8 bits).
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uint32_t width_div_32 : 8;
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uint32_t height_div_32 : 8;
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DXGI_FORMAT format : 16;
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};
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uint32_t value;
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};
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// Target for converting resolves.
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struct ResolveTarget {
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ID3D12Resource* resource;
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D3D12_RESOURCE_STATES state;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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ResolveTargetKey key;
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#if 0
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// The first 4 MB page in the heaps.
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uint32_t heap_page_first;
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#endif
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
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// Buffer size needed to copy the resolve target to a linear buffer.
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uint32_t copy_buffer_size;
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};
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uint32_t GetEdramBufferSize() const;
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void TransitionEdramBuffer(D3D12_RESOURCE_STATES new_state);
|
|
void CommitEdramBufferUAVWrites(bool force);
|
|
|
|
void ClearBindings();
|
|
|
|
#if 0
|
|
// Checks if the heap for the render target exists and tries to create it if
|
|
// it's not.
|
|
bool MakeHeapResident(uint32_t heap_index);
|
|
#endif
|
|
|
|
// Creates a new RTV/DSV descriptor heap if needed to be able to allocate one
|
|
// descriptor in it.
|
|
bool EnsureRTVHeapAvailable(bool is_depth);
|
|
|
|
// Returns true if a render target with such key can be created.
|
|
static bool GetResourceDesc(RenderTargetKey key, D3D12_RESOURCE_DESC& desc);
|
|
|
|
#if 0
|
|
RenderTarget* FindOrCreateRenderTarget(RenderTargetKey key,
|
|
uint32_t heap_page_first);
|
|
#else
|
|
RenderTarget* FindOrCreateRenderTarget(RenderTargetKey key,
|
|
uint32_t instance);
|
|
#endif
|
|
|
|
static EdramLoadStoreMode GetLoadStoreMode(bool is_depth, uint32_t format);
|
|
|
|
// Must be in a frame to call. Stores the dirty areas of the currently bound
|
|
// render targets and marks them as clean.
|
|
void StoreRenderTargetsToEdram();
|
|
|
|
// Must be in a frame to call. Loads the render targets from the EDRAM buffer,
|
|
// filling all the rows the render target can hold.
|
|
void LoadRenderTargetsFromEdram(uint32_t render_target_count,
|
|
RenderTarget* const* render_targets,
|
|
const uint32_t* edram_bases);
|
|
|
|
// Returns any available resolve target placed at least at
|
|
// min_heap_first_page, or tries to place it at the specified position (if not
|
|
// possible, will place it in the next heap).
|
|
#if 0
|
|
ResolveTarget* FindOrCreateResolveTarget(uint32_t width, uint32_t height,
|
|
DXGI_FORMAT format,
|
|
uint32_t min_heap_first_page);
|
|
#else
|
|
ResolveTarget* FindOrCreateResolveTarget(uint32_t width, uint32_t height,
|
|
DXGI_FORMAT format);
|
|
#endif
|
|
|
|
D3D12CommandProcessor& command_processor_;
|
|
const RegisterFile& register_file_;
|
|
TraceWriter& trace_writer_;
|
|
bool bindless_resources_used_;
|
|
bool edram_rov_used_;
|
|
|
|
// Whether 1 guest pixel is rendered as 2x2 host pixels (currently only
|
|
// supported with ROV).
|
|
bool resolution_scale_2x_ = false;
|
|
|
|
// The EDRAM buffer allowing color and depth data to be reinterpreted.
|
|
ID3D12Resource* edram_buffer_ = nullptr;
|
|
D3D12_RESOURCE_STATES edram_buffer_state_;
|
|
// Whether there have been any outstanding UAV writes and a UAV barrier is
|
|
// needed before accessing the EDRAM buffer in an unordered way again.
|
|
bool edram_buffer_modified_ = false;
|
|
|
|
// Non-shader-visible descriptor heap containing pre-created SRV and UAV
|
|
// descriptors of the EDRAM buffer, for faster binding (via copying rather
|
|
// than creation).
|
|
enum class EdramBufferDescriptorIndex : uint32_t {
|
|
kRawSRV,
|
|
kR32UintSRV,
|
|
kR32G32UintSRV,
|
|
kR32G32B32A32UintSRV,
|
|
kRawUAV,
|
|
kR32UintUAV,
|
|
kR32G32B32A32UintUAV,
|
|
|
|
kCount,
|
|
};
|
|
ID3D12DescriptorHeap* edram_buffer_descriptor_heap_ = nullptr;
|
|
D3D12_CPU_DESCRIPTOR_HANDLE edram_buffer_descriptor_heap_start_;
|
|
|
|
// EDRAM root signatures.
|
|
ID3D12RootSignature* edram_load_store_root_signature_ = nullptr;
|
|
struct EdramLoadStoreRootConstants {
|
|
uint32_t rt_color_depth_offset;
|
|
uint32_t rt_color_depth_pitch;
|
|
uint32_t rt_stencil_offset;
|
|
uint32_t rt_stencil_pitch;
|
|
// 0:10 - EDRAM base in tiles.
|
|
// 11 - log2(vertical sample count), 0 for 1x AA, 1 for 2x/4x AA.
|
|
// 12 - log2(horizontal sample count), 0 for 1x/2x AA, 1 for 4x AA.
|
|
// 13 - whether 2x resolution scale is used.
|
|
// 14 - whether to apply the hack and duplicate the top/left
|
|
// half-row/half-column to reduce the impact of half-pixel offset with
|
|
// 2x resolution scale (obsolete since the move to the new resolve
|
|
// code).
|
|
// 15 - whether it's a depth render target.
|
|
// 16: - EDRAM pitch in tiles.
|
|
uint32_t base_samples_2x_depth_pitch;
|
|
};
|
|
// EDRAM pipelines for the RTV/DSV path.
|
|
static const EdramLoadStoreModeInfo
|
|
edram_load_store_mode_info_[size_t(EdramLoadStoreMode::kCount)];
|
|
ID3D12PipelineState*
|
|
edram_load_pipelines_[size_t(EdramLoadStoreMode::kCount)] = {};
|
|
// Store pipelines are not created with ROV.
|
|
ID3D12PipelineState*
|
|
edram_store_pipelines_[size_t(EdramLoadStoreMode::kCount)] = {};
|
|
|
|
// Resolve root signatures and pipelines.
|
|
ID3D12RootSignature* resolve_copy_root_signature_ = nullptr;
|
|
static const std::pair<const uint8_t*, size_t>
|
|
resolve_copy_shaders_[size_t(draw_util::ResolveCopyShaderIndex::kCount)];
|
|
ID3D12PipelineState* resolve_copy_pipelines_[size_t(
|
|
draw_util::ResolveCopyShaderIndex::kCount)] = {};
|
|
ID3D12RootSignature* resolve_clear_root_signature_ = nullptr;
|
|
// Clearing 32bpp color, depth with ROV, or unorm depth without ROV.
|
|
ID3D12PipelineState* resolve_clear_32bpp_pipeline_ = nullptr;
|
|
// Clearing 64bpp color.
|
|
ID3D12PipelineState* resolve_clear_64bpp_pipeline_ = nullptr;
|
|
// Clearing float depth without ROV, both the float24 and the host float32
|
|
// versions.
|
|
ID3D12PipelineState* resolve_clear_depth_24_32_pipeline_ = nullptr;
|
|
|
|
// FIXME(Triang3l): Investigate what's wrong with placed RTV/DSV aliasing on
|
|
// Nvidia Maxwell 1st generation and older.
|
|
#if 0
|
|
// 48 MB heaps backing used render targets resources, created when needed.
|
|
// 24 MB proved to be not enough to store a single render target occupying the
|
|
// entire EDRAM - a 32-bit depth/stencil one - at some resolution.
|
|
// But we also need more than 32 MB to be able to resolve the entire EDRAM
|
|
// into a k_32_32_32_32_FLOAT texture.
|
|
// TODO(Triang3l): With 2x resolution scale, render targets can take 4x more
|
|
// memory - won't fit in this heap size. Resolution scale support was added
|
|
// when placed resources already have been disabled, however.
|
|
ID3D12Heap* heaps_[5] = {};
|
|
static constexpr uint32_t kHeap4MBPages = 12;
|
|
#endif
|
|
|
|
static constexpr uint32_t kRenderTargetDescriptorHeapSize = 2048;
|
|
// Descriptor heap, for linear allocation of heaps and descriptors.
|
|
struct RenderTargetDescriptorHeap {
|
|
ID3D12DescriptorHeap* heap;
|
|
D3D12_CPU_DESCRIPTOR_HANDLE start_handle;
|
|
// When descriptors_used is >= kRenderTargetDescriptorHeapSize, a new heap
|
|
// must be allocated and linked to the one that became full now.
|
|
uint32_t descriptors_used;
|
|
RenderTargetDescriptorHeap* previous;
|
|
};
|
|
RenderTargetDescriptorHeap* descriptor_heaps_color_ = nullptr;
|
|
RenderTargetDescriptorHeap* descriptor_heaps_depth_ = nullptr;
|
|
|
|
std::unordered_multimap<uint32_t, RenderTarget*> render_targets_;
|
|
|
|
uint32_t current_surface_pitch_ = 0;
|
|
xenos::MsaaSamples current_msaa_samples_ = xenos::MsaaSamples::k1X;
|
|
// current_edram_max_rows_ is for RTV/DSV only (render target texture size).
|
|
uint32_t current_edram_max_rows_ = 0;
|
|
RenderTargetBinding current_bindings_[5] = {};
|
|
bool apply_to_command_list_ = true;
|
|
|
|
PipelineRenderTarget current_pipeline_render_targets_[5];
|
|
|
|
// For traces only.
|
|
ID3D12Resource* edram_snapshot_download_buffer_ = nullptr;
|
|
std::unique_ptr<ui::d3d12::D3D12UploadBufferPool>
|
|
edram_snapshot_restore_pool_;
|
|
};
|
|
|
|
} // namespace d3d12
|
|
} // namespace gpu
|
|
} // namespace xe
|
|
|
|
#endif // XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
|