244 lines
8.4 KiB
C++
244 lines
8.4 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_PIPELINE_CACHE_H_
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#define XENIA_GPU_D3D12_PIPELINE_CACHE_H_
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#include <condition_variable>
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#include <deque>
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#include <memory>
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#include <mutex>
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#include <thread>
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#include <unordered_map>
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#include <vector>
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#include "xenia/base/threading.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/d3d12/render_target_cache.h"
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#include "xenia/gpu/dxbc_shader_translator.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/xenos.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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class D3D12CommandProcessor;
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class PipelineCache {
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public:
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PipelineCache(D3D12CommandProcessor* command_processor,
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RegisterFile* register_file, bool edram_rov_used,
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uint32_t resolution_scale);
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~PipelineCache();
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bool Initialize();
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void Shutdown();
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void ClearCache();
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void EndFrame();
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D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address, uint32_t dword_count);
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// Translates shaders if needed, also making shader info up to date.
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bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
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D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type);
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bool ConfigurePipeline(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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void** pipeline_handle_out, ID3D12RootSignature** root_signature_out);
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// Returns a pipeline with deferred creation by its handle. May return nullptr
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// if failed to create the pipeline.
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inline ID3D12PipelineState* GetPipelineStateByHandle(void* handle) const {
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return reinterpret_cast<const Pipeline*>(handle)->state;
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}
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private:
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enum class PipelineStripCutIndex : uint32_t {
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kNone,
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kFFFF,
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kFFFFFFFF,
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};
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enum class PipelineTessellationMode : uint32_t {
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kNone,
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kDiscrete,
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kContinuous,
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kAdaptive,
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};
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enum class PipelinePatchType : uint32_t {
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kNone,
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kLine,
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kTriangle,
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kQuad,
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};
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enum class PipelinePrimitiveTopologyType : uint32_t {
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kPoint,
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kLine,
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kTriangle,
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kPatch,
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};
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enum class PipelineGeometryShader : uint32_t {
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kNone,
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kPointList,
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kRectangleList,
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kQuadList,
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};
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enum class PipelineCullMode : uint32_t {
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kNone,
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kFront,
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kBack,
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};
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enum class PipelineBlendFactor : uint32_t {
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kZero,
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kOne,
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kSrcColor,
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kInvSrcColor,
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kSrcAlpha,
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kInvSrcAlpha,
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kDestColor,
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kInvDestColor,
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kDestAlpha,
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kInvDestAlpha,
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kBlendFactor,
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kInvBlendFactor,
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kSrcAlphaSat,
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};
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struct PipelineRenderTarget {
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uint32_t used : 1; // 1
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ColorRenderTargetFormat format : 4; // 5
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PipelineBlendFactor src_blend : 4; // 9
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PipelineBlendFactor dest_blend : 4; // 13
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BlendOp blend_op : 3; // 16
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PipelineBlendFactor src_blend_alpha : 4; // 20
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PipelineBlendFactor dest_blend_alpha : 4; // 24
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BlendOp blend_op_alpha : 3; // 27
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uint32_t write_mask : 4; // 31
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};
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struct PipelineDescription {
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ID3D12RootSignature* root_signature;
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D3D12Shader* vertex_shader;
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D3D12Shader* pixel_shader;
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int32_t depth_bias;
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float depth_bias_slope_scaled;
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PipelineStripCutIndex strip_cut_index : 2; // 2
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PipelineTessellationMode tessellation_mode : 2; // 4
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PipelinePrimitiveTopologyType primitive_topology_type : 2; // 6
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PipelinePatchType patch_type : 2; // 8
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PipelineGeometryShader geometry_shader : 2; // 10
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uint32_t fill_mode_wireframe : 1; // 11
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PipelineCullMode cull_mode : 2; // 13
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uint32_t front_counter_clockwise : 1; // 14
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uint32_t depth_clip : 1; // 15
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uint32_t rov_msaa : 1; // 16
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DepthRenderTargetFormat depth_format : 1; // 17
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CompareFunction depth_func : 3; // 20
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uint32_t depth_write : 1; // 21
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uint32_t stencil_enable : 1; // 22
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uint32_t stencil_read_mask : 8; // 30
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uint32_t force_early_z : 1; // 31
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uint32_t stencil_write_mask : 8; // 8
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StencilOp stencil_front_fail_op : 3; // 11
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StencilOp stencil_front_depth_fail_op : 3; // 14
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StencilOp stencil_front_pass_op : 3; // 17
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CompareFunction stencil_front_func : 3; // 20
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StencilOp stencil_back_fail_op : 3; // 23
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StencilOp stencil_back_depth_fail_op : 3; // 26
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StencilOp stencil_back_pass_op : 3; // 29
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CompareFunction stencil_back_func : 3; // 32
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PipelineRenderTarget render_targets[4];
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};
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bool TranslateShader(D3D12Shader* shader, reg::SQ_PROGRAM_CNTL cntl,
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bool tessellated, PrimitiveType primitive_type);
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bool GetCurrentStateDescription(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
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PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
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const RenderTargetCache::PipelineRenderTarget render_targets[5],
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PipelineDescription& description_out);
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ID3D12PipelineState* CreatePipelineState(
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const PipelineDescription& description);
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D3D12CommandProcessor* command_processor_;
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RegisterFile* register_file_;
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// Whether the output merger is emulated in pixel shaders.
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bool edram_rov_used_;
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uint32_t resolution_scale_;
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// Reusable shader translator.
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std::unique_ptr<DxbcShaderTranslator> shader_translator_ = nullptr;
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// All loaded shaders mapped by their guest hash key.
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std::unordered_map<uint64_t, D3D12Shader*> shader_map_;
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// Empty depth-only pixel shader for writing to depth buffer via ROV when no
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// Xenos pixel shader provided.
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std::vector<uint8_t> depth_only_pixel_shader_;
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struct Pipeline {
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// nullptr if creation has failed.
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ID3D12PipelineState* state;
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PipelineDescription description;
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};
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// All previously generated pipelines identified by hash and the description.
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std::unordered_multimap<uint64_t, Pipeline*> pipelines_;
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// Previously used pipeline. This matches our current state settings
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// and allows us to quickly(ish) reuse the pipeline if no registers have
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// changed.
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Pipeline* current_pipeline_ = nullptr;
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// Pipeline creation threads.
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void CreationThread();
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std::mutex creation_request_lock_;
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std::condition_variable creation_request_cond_;
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// Protected with creation_request_lock_, notify_one creation_request_cond_
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// when set.
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std::deque<Pipeline*> creation_queue_;
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// Number of threads that are currently creating a pipeline - incremented when
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// a pipeline is dequeued (the completion event can't be triggered before this
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// is zero). Protected with creation_request_lock_.
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uint32_t creation_threads_busy_ = 0;
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// Manual-reset event set when the last queued pipeline is created and there
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// are no more pipelines to create. This is triggered by the thread creating
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// the last pipeline.
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std::unique_ptr<xe::threading::Event> creation_completion_event_ = nullptr;
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// Whether setting the event on completion is queued. Protected with
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// creation_request_lock_, notify_one creation_request_cond_ when set.
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bool creation_completion_set_event_ = false;
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// Whether to shut down the creation threads as soon as possible. Protected
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// with creation_request_lock_, notify_all creation_request_cond_ when set.
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bool creation_threads_shutdown_ = false;
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std::vector<std::unique_ptr<xe::threading::Thread>> creation_threads_;
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};
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} // namespace d3d12
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D12_PIPELINE_CACHE_H_
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