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Xenia-Canary/src/xenia/gpu/d3d12/pipeline_cache.h

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_PIPELINE_CACHE_H_
#define XENIA_GPU_D3D12_PIPELINE_CACHE_H_
#include <condition_variable>
#include <cstdio>
#include <deque>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_map>
#include <utility>
#include <vector>
#include "xenia/base/platform.h"
#include "xenia/base/threading.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/d3d12/render_target_cache.h"
#include "xenia/gpu/dxbc_shader_translator.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/xenos.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor;
class PipelineCache {
public:
PipelineCache(D3D12CommandProcessor* command_processor,
RegisterFile* register_file, bool edram_rov_used,
uint32_t resolution_scale);
~PipelineCache();
bool Initialize();
void Shutdown();
void ClearCache(bool shutting_down = false);
void InitializeShaderStorage(const std::filesystem::path& storage_root,
uint32_t title_id, bool blocking);
void ShutdownShaderStorage();
void EndSubmission();
bool IsCreatingPipelineStates();
D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address, uint32_t dword_count);
// Returns the host vertex shader type for the current draw if it's valid and
// supported, or Shader::HostVertexShaderType(-1) if not.
Shader::HostVertexShaderType GetHostVertexShaderTypeIfValid() const;
// Translates shaders if needed, also making shader info up to date.
bool EnsureShadersTranslated(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
Shader::HostVertexShaderType host_vertex_shader_type);
bool ConfigurePipeline(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
void** pipeline_state_handle_out,
ID3D12RootSignature** root_signature_out);
// Returns a pipeline state object with deferred creation by its handle. May
// return nullptr if failed to create the pipeline state object.
inline ID3D12PipelineState* GetD3D12PipelineStateByHandle(
void* handle) const {
return reinterpret_cast<const PipelineState*>(handle)->state;
}
private:
XEPACKEDSTRUCT(ShaderStoredHeader, {
uint64_t ucode_data_hash;
uint32_t ucode_dword_count : 16;
ShaderType type : 1;
Shader::HostVertexShaderType host_vertex_shader_type : 3;
reg::SQ_PROGRAM_CNTL sq_program_cntl;
static constexpr uint32_t kVersion = 0x20200405;
});
// Update PipelineDescription::kVersion if any of the Pipeline* enums are
// changed!
enum class PipelineStripCutIndex : uint32_t {
kNone,
kFFFF,
kFFFFFFFF,
};
enum class PipelineTessellationMode : uint32_t {
kNone,
kDiscrete,
kContinuous,
kAdaptive,
};
enum class PipelinePatchType : uint32_t {
kNone,
kLine,
kTriangle,
kQuad,
};
enum class PipelinePrimitiveTopologyType : uint32_t {
kPoint,
kLine,
kTriangle,
};
enum class PipelineGeometryShader : uint32_t {
kNone,
kPointList,
kRectangleList,
kQuadList,
};
enum class PipelineCullMode : uint32_t {
kNone,
kFront,
kBack,
};
enum class PipelineBlendFactor : uint32_t {
kZero,
kOne,
kSrcColor,
kInvSrcColor,
kSrcAlpha,
kInvSrcAlpha,
kDestColor,
kInvDestColor,
kDestAlpha,
kInvDestAlpha,
kBlendFactor,
kInvBlendFactor,
kSrcAlphaSat,
};
// Update PipelineDescription::kVersion if anything is changed!
XEPACKEDSTRUCT(PipelineRenderTarget, {
uint32_t used : 1; // 1
ColorRenderTargetFormat format : 4; // 5
PipelineBlendFactor src_blend : 4; // 9
PipelineBlendFactor dest_blend : 4; // 13
BlendOp blend_op : 3; // 16
PipelineBlendFactor src_blend_alpha : 4; // 20
PipelineBlendFactor dest_blend_alpha : 4; // 24
BlendOp blend_op_alpha : 3; // 27
uint32_t write_mask : 4; // 31
});
XEPACKEDSTRUCT(PipelineDescription, {
uint64_t vertex_shader_hash;
// 0 if drawing without a pixel shader.
uint64_t pixel_shader_hash;
int32_t depth_bias;
float depth_bias_slope_scaled;
PipelineStripCutIndex strip_cut_index : 2; // 2
Shader::HostVertexShaderType host_vertex_shader_type : 3; // 5
// PipelinePrimitiveTopologyType for a vertex shader.
// xenos::TessellationMode for a domain shader.
uint32_t primitive_topology_type_or_tessellation_mode : 2; // 7
// Zero for non-kVertex host_vertex_shader_type.
PipelineGeometryShader geometry_shader : 2; // 9
uint32_t fill_mode_wireframe : 1; // 10
PipelineCullMode cull_mode : 2; // 12
uint32_t front_counter_clockwise : 1; // 13
uint32_t depth_clip : 1; // 14
uint32_t rov_msaa : 1; // 15
DepthRenderTargetFormat depth_format : 1; // 16
CompareFunction depth_func : 3; // 19
uint32_t depth_write : 1; // 20
uint32_t stencil_enable : 1; // 21
uint32_t stencil_read_mask : 8; // 29
uint32_t force_early_z : 1; // 30
uint32_t stencil_write_mask : 8; // 8
StencilOp stencil_front_fail_op : 3; // 11
StencilOp stencil_front_depth_fail_op : 3; // 14
StencilOp stencil_front_pass_op : 3; // 17
CompareFunction stencil_front_func : 3; // 20
StencilOp stencil_back_fail_op : 3; // 23
StencilOp stencil_back_depth_fail_op : 3; // 26
StencilOp stencil_back_pass_op : 3; // 29
CompareFunction stencil_back_func : 3; // 32
PipelineRenderTarget render_targets[4];
static constexpr uint32_t kVersion = 0x20200405;
});
XEPACKEDSTRUCT(PipelineStoredDescription, {
uint64_t description_hash;
PipelineDescription description;
});
struct PipelineRuntimeDescription {
ID3D12RootSignature* root_signature;
D3D12Shader* vertex_shader;
D3D12Shader* pixel_shader;
PipelineDescription description;
};
bool TranslateShader(DxbcShaderTranslator& translator, D3D12Shader* shader,
reg::SQ_PROGRAM_CNTL cntl,
Shader::HostVertexShaderType host_vertex_shader_type =
Shader::HostVertexShaderType::kVertex);
bool GetCurrentStateDescription(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
PipelineRuntimeDescription& runtime_description_out);
ID3D12PipelineState* CreateD3D12PipelineState(
const PipelineRuntimeDescription& runtime_description);
D3D12CommandProcessor* command_processor_;
RegisterFile* register_file_;
bool edram_rov_used_;
uint32_t resolution_scale_;
// Reusable shader translator.
std::unique_ptr<DxbcShaderTranslator> shader_translator_ = nullptr;
// All loaded shaders mapped by their guest hash key.
std::unordered_map<uint64_t, D3D12Shader*> shader_map_;
// Empty depth-only pixel shader for writing to depth buffer via ROV when no
// Xenos pixel shader provided.
std::vector<uint8_t> depth_only_pixel_shader_;
struct PipelineState {
// nullptr if creation has failed.
ID3D12PipelineState* state;
PipelineRuntimeDescription description;
};
// All previously generated pipeline state objects identified by hash and the
// description.
std::unordered_multimap<uint64_t, PipelineState*> pipeline_states_;
// Previously used pipeline state object. This matches our current state
// settings and allows us to quickly(ish) reuse the pipeline state if no
// registers have changed.
PipelineState* current_pipeline_state_ = nullptr;
// Currently open shader storage path.
std::filesystem::path shader_storage_root_;
uint32_t shader_storage_title_id_ = 0;
// Shader storage output stream, for preload in the next emulator runs.
FILE* shader_storage_file_ = nullptr;
bool shader_storage_file_flush_needed_ = false;
// Pipeline state storage output stream, for preload in the next emulator
// runs.
FILE* pipeline_state_storage_file_ = nullptr;
bool pipeline_state_storage_file_flush_needed_ = false;
// Thread for asynchronous writing to the storage streams.
void StorageWriteThread();
std::mutex storage_write_request_lock_;
std::condition_variable storage_write_request_cond_;
// Storage thread input is protected with storage_write_request_lock_, and the
// thread is notified about its change via storage_write_request_cond_.
std::deque<std::pair<const Shader*, reg::SQ_PROGRAM_CNTL>>
storage_write_shader_queue_;
std::deque<PipelineStoredDescription> storage_write_pipeline_state_queue_;
bool storage_write_flush_shaders_ = false;
bool storage_write_flush_pipeline_states_ = false;
bool storage_write_thread_shutdown_ = false;
std::unique_ptr<xe::threading::Thread> storage_write_thread_;
// Pipeline state object creation threads.
void CreationThread(size_t thread_index);
void CreateQueuedPipelineStatesOnProcessorThread();
std::mutex creation_request_lock_;
std::condition_variable creation_request_cond_;
// Protected with creation_request_lock_, notify_one creation_request_cond_
// when set.
std::deque<PipelineState*> creation_queue_;
// Number of threads that are currently creating a pipeline state object -
// incremented when a pipeline state object is dequeued (the completion event
// can't be triggered before this is zero). Protected with
// creation_request_lock_.
size_t creation_threads_busy_ = 0;
// Manual-reset event set when the last queued pipeline state object is
// created and there are no more pipeline state objects to create. This is
// triggered by the thread creating the last pipeline state object.
std::unique_ptr<xe::threading::Event> creation_completion_event_ = nullptr;
// Whether setting the event on completion is queued. Protected with
// creation_request_lock_, notify_one creation_request_cond_ when set.
bool creation_completion_set_event_ = false;
// Creation threads with this index or above need to be shut down as soon as
// possible. Protected with creation_request_lock_, notify_all
// creation_request_cond_ when set.
size_t creation_threads_shutdown_from_ = SIZE_MAX;
std::vector<std::unique_ptr<xe::threading::Thread>> creation_threads_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_PIPELINE_CACHE_H_