Skeleton xenia::gpu::vulkan implementation, enough to start trace viewer.

This commit is contained in:
Ben Vanik 2016-02-17 21:17:12 -08:00
parent ca5902c111
commit 05107d2d3e
16 changed files with 1260 additions and 8 deletions

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@ -183,6 +183,7 @@ solution("xenia")
include("src/xenia/debug/ui")
include("src/xenia/gpu")
include("src/xenia/gpu/gl4")
include("src/xenia/gpu/vulkan")
include("src/xenia/hid")
include("src/xenia/hid/nop")
include("src/xenia/kernel")

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@ -1023,6 +1023,14 @@ void Value::VectorSub(Value* other, TypeName type, bool is_unsigned,
}
}
}
break;
case FLOAT32_TYPE:
assert_false(is_unsigned);
assert_false(saturate);
for (int i = 0; i < 4; i++) {
constant.v128.f32[i] -= other->constant.v128.f32[i];
}
break;
default:
assert_unhandled_case(type);
break;

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@ -1439,7 +1439,8 @@ void TraceViewer::DrawStateUI() {
}
ImGui::EndChild();
}
if (ImGui::CollapsingHeader("Vertex Shader Output")) {
if (ImGui::CollapsingHeader("Vertex Shader Output") &&
QueryVSOutputElementSize()) {
auto size = QueryVSOutputSize();
auto el_size = QueryVSOutputElementSize();
if (size > 0) {

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@ -54,9 +54,9 @@ class TraceViewer {
virtual uintptr_t GetTextureEntry(const TextureInfo& texture_info,
const SamplerInfo& sampler_info) = 0;
virtual size_t QueryVSOutputSize() = 0;
virtual size_t QueryVSOutputElementSize() = 0;
virtual bool QueryVSOutput(void* buffer, size_t size) = 0;
virtual size_t QueryVSOutputSize() { return 0; }
virtual size_t QueryVSOutputElementSize() { return 0; }
virtual bool QueryVSOutput(void* buffer, size_t size) { return false; }
virtual bool Setup();

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@ -0,0 +1,125 @@
project_root = "../../../.."
include(project_root.."/tools/build")
group("src")
project("xenia-gpu-vulkan")
uuid("717590b4-f579-4162-8f23-0624e87d6cca")
kind("StaticLib")
language("C++")
links({
"vulkan-loader",
"xenia-base",
"xenia-gpu",
"xenia-ui",
"xenia-ui-spirv",
"xenia-ui-vulkan",
"xxhash",
})
defines({
})
includedirs({
project_root.."/third_party/gflags/src",
})
local_platform_files()
-- TODO(benvanik): kill this and move to the debugger UI.
group("src")
project("xenia-gpu-vulkan-trace-viewer")
uuid("86a1dddc-a26a-4885-8c55-cf745225d93e")
kind("WindowedApp")
language("C++")
links({
"gflags",
"imgui",
"vulkan-loader",
"xenia-apu",
"xenia-apu-nop",
"xenia-apu-xaudio2",
"xenia-base",
"xenia-core",
"xenia-cpu",
"xenia-cpu-backend-x64",
"xenia-gpu",
"xenia-gpu-vulkan",
"xenia-hid-nop",
"xenia-hid-winkey",
"xenia-hid-xinput",
"xenia-kernel",
"xenia-ui",
"xenia-ui-spirv",
"xenia-ui-vulkan",
"xenia-vfs",
})
flags({
"WinMain", -- Use WinMain instead of main.
})
defines({
})
includedirs({
project_root.."/third_party/gflags/src",
})
files({
"vulkan_trace_viewer_main.cc",
"../../base/main_"..platform_suffix..".cc",
})
filter("platforms:Windows")
-- Only create the .user file if it doesn't already exist.
local user_file = project_root.."/build/xenia-gpu-vulkan-trace-viewer.vcxproj.user"
if not os.isfile(user_file) then
debugdir(project_root)
debugargs({
"--flagfile=scratch/flags.txt",
"2>&1",
"1>scratch/stdout-trace-viewer.txt",
})
end
group("src")
project("xenia-gpu-vulkan-trace-dump")
uuid("0dd0dd1c-b321-494d-ab9a-6c062f0c65cc")
kind("ConsoleApp")
language("C++")
links({
"gflags",
"imgui",
"vulkan-loader",
"xenia-apu",
"xenia-apu-nop",
"xenia-apu-xaudio2",
"xenia-base",
"xenia-core",
"xenia-cpu",
"xenia-cpu-backend-x64",
"xenia-gpu",
"xenia-gpu-vulkan",
"xenia-hid-nop",
"xenia-hid-winkey",
"xenia-hid-xinput",
"xenia-kernel",
"xenia-ui",
"xenia-ui-spirv",
"xenia-ui-vulkan",
"xenia-vfs",
})
defines({
})
includedirs({
project_root.."/third_party/gflags/src",
})
files({
"vulkan_trace_dump_main.cc",
"../../base/main_"..platform_suffix..".cc",
})
filter("platforms:Windows")
-- Only create the .user file if it doesn't already exist.
local user_file = project_root.."/build/xenia-gpu-vulkan-trace-dump.vcxproj.user"
if not os.isfile(user_file) then
debugdir(project_root)
debugargs({
"--flagfile=scratch/flags.txt",
"2>&1",
"1>scratch/stdout-trace-dump.txt",
})
end

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@ -0,0 +1,585 @@
/**
******************************************************************************
* 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/vulkan_command_processor.h"
#include <algorithm>
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/sampler_info.h"
#include "xenia/gpu/texture_info.h"
#include "xenia/gpu/vulkan/vulkan_gpu_flags.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
#include "xenia/gpu/xenos.h"
namespace xe {
namespace gpu {
namespace vulkan {
using namespace xe::gpu::xenos;
VulkanCommandProcessor::VulkanCommandProcessor(
VulkanGraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state) {}
VulkanCommandProcessor::~VulkanCommandProcessor() = default;
void VulkanCommandProcessor::ClearCaches() { CommandProcessor::ClearCaches(); }
bool VulkanCommandProcessor::SetupContext() {
if (!CommandProcessor::SetupContext()) {
XELOGE("Unable to initialize base command processor context");
return false;
}
return true;
}
void VulkanCommandProcessor::ShutdownContext() {
CommandProcessor::ShutdownContext();
}
void VulkanCommandProcessor::MakeCoherent() {
RegisterFile* regs = register_file_;
auto status_host = regs->values[XE_GPU_REG_COHER_STATUS_HOST].u32;
CommandProcessor::MakeCoherent();
if (status_host & 0x80000000ul) {
// scratch_buffer_.ClearCache();
}
}
void VulkanCommandProcessor::PrepareForWait() {
SCOPE_profile_cpu_f("gpu");
CommandProcessor::PrepareForWait();
// TODO(benvanik): fences and fancy stuff. We should figure out a way to
// make interrupt callbacks from the GPU so that we don't have to do a full
// synchronize here.
// glFlush();
// glFinish();
context_->ClearCurrent();
}
void VulkanCommandProcessor::ReturnFromWait() {
context_->MakeCurrent();
CommandProcessor::ReturnFromWait();
}
void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {
// Ensure we issue any pending draws.
// draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
// Need to finish to be sure the other context sees the right data.
// TODO(benvanik): prevent this? fences?
// glFinish();
if (context_->WasLost()) {
// We've lost the context due to a TDR.
// TODO: Dump the current commands to a tracefile.
assert_always();
}
// Remove any dead textures, etc.
// texture_cache_.Scavenge();
}
Shader* VulkanCommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
// return shader_cache_.LookupOrInsertShader(shader_type, host_address,
// dword_count);
return nullptr;
}
bool VulkanCommandProcessor::IssueDraw(PrimitiveType prim_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
// Skip all drawing for now - what did you expect? :)
return true;
bool draw_valid = false;
// if (index_buffer_info) {
// draw_valid = draw_batcher_.BeginDrawElements(prim_type, index_count,
// index_buffer_info->format);
//} else {
// draw_valid = draw_batcher_.BeginDrawArrays(prim_type, index_count);
//}
if (!draw_valid) {
return false;
}
auto& regs = *register_file_;
auto enable_mode =
static_cast<ModeControl>(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7);
if (enable_mode == ModeControl::kIgnore) {
// Ignored.
// draw_batcher_.DiscardDraw();
return true;
} else if (enable_mode == ModeControl::kCopy) {
// Special copy handling.
// draw_batcher_.DiscardDraw();
return IssueCopy();
}
#define CHECK_ISSUE_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
XELOGE(error_message); \
/*draw_batcher_.DiscardDraw(); */ \
return false; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
UpdateStatus status;
bool mismatch = false;
status = UpdateShaders(prim_type);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to prepare draw shaders");
status = UpdateRenderTargets();
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render targets");
// if (!active_framebuffer_) {
// // No framebuffer, so nothing we do will actually have an effect.
// // Treat it as a no-op.
// // TODO(benvanik): if we have a vs export, still allow it to go.
// draw_batcher_.DiscardDraw();
// return true;
//}
status = UpdateState(prim_type);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render state");
status = PopulateSamplers();
CHECK_ISSUE_UPDATE_STATUS(status, mismatch,
"Unable to prepare draw samplers");
status = PopulateIndexBuffer(index_buffer_info);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup index buffer");
status = PopulateVertexBuffers();
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup vertex buffers");
// if (!draw_batcher_.CommitDraw()) {
// return false;
//}
// draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
if (context_->WasLost()) {
// This draw lost us the context. This typically isn't hit.
assert_always();
return false;
}
return true;
}
bool VulkanCommandProcessor::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 VulkanCommandProcessor::SetShadowRegister(float* dest,
uint32_t register_name) {
float value = register_file_->values[register_name].f32;
if (*dest == value) {
return false;
}
*dest = value;
return true;
}
VulkanCommandProcessor::UpdateStatus VulkanCommandProcessor::UpdateShaders(
PrimitiveType prim_type) {
auto& regs = update_shaders_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, XE_GPU_REG_SQ_PROGRAM_CNTL);
dirty |= SetShadowRegister(&regs.sq_context_misc, XE_GPU_REG_SQ_CONTEXT_MISC);
dirty |= regs.vertex_shader != active_vertex_shader_;
dirty |= regs.pixel_shader != active_pixel_shader_;
dirty |= regs.prim_type != prim_type;
if (!dirty) {
return UpdateStatus::kCompatible;
}
regs.vertex_shader = static_cast<VulkanShader*>(active_vertex_shader_);
regs.pixel_shader = static_cast<VulkanShader*>(active_pixel_shader_);
regs.prim_type = prim_type;
SCOPE_profile_cpu_f("gpu");
return UpdateStatus::kMismatch;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::UpdateRenderTargets() {
auto& regs = update_render_targets_regs_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.rb_modecontrol, XE_GPU_REG_RB_MODECONTROL);
dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
dirty |= SetShadowRegister(&regs.rb_color_info, XE_GPU_REG_RB_COLOR_INFO);
dirty |= SetShadowRegister(&regs.rb_color1_info, XE_GPU_REG_RB_COLOR1_INFO);
dirty |= SetShadowRegister(&regs.rb_color2_info, XE_GPU_REG_RB_COLOR2_INFO);
dirty |= SetShadowRegister(&regs.rb_color3_info, XE_GPU_REG_RB_COLOR3_INFO);
dirty |= SetShadowRegister(&regs.rb_color_mask, XE_GPU_REG_RB_COLOR_MASK);
dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
dirty |=
SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
dirty |= SetShadowRegister(&regs.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO);
if (!dirty) {
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
return UpdateStatus::kMismatch;
}
VulkanCommandProcessor::UpdateStatus VulkanCommandProcessor::UpdateState(
PrimitiveType prim_type) {
bool mismatch = false;
#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 = UpdateViewportState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state");
status = UpdateRasterizerState(prim_type);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterizer state");
status = UpdateBlendState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update blend state");
status = UpdateDepthStencilState();
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update depth/stencil state");
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::UpdateViewportState() {
auto& regs = update_viewport_state_regs_;
bool dirty = false;
// dirty |= SetShadowRegister(&state_regs.pa_cl_clip_cntl,
// XE_GPU_REG_PA_CL_CLIP_CNTL);
dirty |= SetShadowRegister(&regs.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
dirty |= SetShadowRegister(&regs.pa_cl_vte_cntl, XE_GPU_REG_PA_CL_VTE_CNTL);
dirty |= SetShadowRegister(&regs.pa_su_sc_mode_cntl,
XE_GPU_REG_PA_SU_SC_MODE_CNTL);
dirty |= SetShadowRegister(&regs.pa_sc_window_offset,
XE_GPU_REG_PA_SC_WINDOW_OFFSET);
dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_tl,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
dirty |= SetShadowRegister(&regs.pa_sc_window_scissor_br,
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR);
dirty |= SetShadowRegister(&regs.pa_cl_vport_xoffset,
XE_GPU_REG_PA_CL_VPORT_XOFFSET);
dirty |= SetShadowRegister(&regs.pa_cl_vport_yoffset,
XE_GPU_REG_PA_CL_VPORT_YOFFSET);
dirty |= SetShadowRegister(&regs.pa_cl_vport_zoffset,
XE_GPU_REG_PA_CL_VPORT_ZOFFSET);
dirty |= SetShadowRegister(&regs.pa_cl_vport_xscale,
XE_GPU_REG_PA_CL_VPORT_XSCALE);
dirty |= SetShadowRegister(&regs.pa_cl_vport_yscale,
XE_GPU_REG_PA_CL_VPORT_YSCALE);
dirty |= SetShadowRegister(&regs.pa_cl_vport_zscale,
XE_GPU_REG_PA_CL_VPORT_ZSCALE);
// Much of this state machine is extracted from:
// https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
// VTX_XY_FMT = true: the incoming X, Y 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.
// draw_batcher_.set_vtx_fmt((regs.pa_cl_vte_cntl >> 8) & 0x1 ? 1.0f : 0.0f,
// (regs.pa_cl_vte_cntl >> 9) & 0x1 ? 1.0f : 0.0f,
// (regs.pa_cl_vte_cntl >> 10) & 0x1 ? 1.0f : 0.0f);
// Done in VS, no need to flush state.
// if ((regs.pa_cl_vte_cntl & (1 << 0)) > 0) {
// draw_batcher_.set_window_scalar(1.0f, 1.0f);
//} else {
// draw_batcher_.set_window_scalar(1.0f / 2560.0f, -1.0f / 2560.0f);
//}
if (!dirty) {
return UpdateStatus::kCompatible;
}
return UpdateStatus::kMismatch;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::UpdateRasterizerState(PrimitiveType prim_type) {
auto& regs = update_rasterizer_state_regs_;
bool dirty = false;
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.multi_prim_ib_reset_index,
XE_GPU_REG_VGT_MULTI_PRIM_IB_RESET_INDX);
dirty |= regs.prim_type != prim_type;
if (!dirty) {
return UpdateStatus::kCompatible;
}
regs.prim_type = prim_type;
SCOPE_profile_cpu_f("gpu");
return UpdateStatus::kMismatch;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::UpdateBlendState() {
auto& reg_file = *register_file_;
auto& regs = update_blend_state_regs_;
// Alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE
// Deprecated in GL, implemented in shader.
// if(ALPHATESTENABLE && frag_out.a [<=/ALPHAFUNC] ALPHAREF) discard;
// uint32_t color_control = reg_file[XE_GPU_REG_RB_COLORCONTROL].u32;
// draw_batcher_.set_alpha_test((color_control & 0x4) != 0, //
// ALPAHTESTENABLE
// color_control & 0x7, // ALPHAFUNC
// reg_file[XE_GPU_REG_RB_ALPHA_REF].f32);
bool dirty = false;
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[0], XE_GPU_REG_RB_BLENDCONTROL_0);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[1], XE_GPU_REG_RB_BLENDCONTROL_1);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[2], XE_GPU_REG_RB_BLENDCONTROL_2);
dirty |=
SetShadowRegister(&regs.rb_blendcontrol[3], XE_GPU_REG_RB_BLENDCONTROL_3);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[0], XE_GPU_REG_RB_BLEND_RED);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[1], XE_GPU_REG_RB_BLEND_GREEN);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[2], XE_GPU_REG_RB_BLEND_BLUE);
dirty |= SetShadowRegister(&regs.rb_blend_rgba[3], XE_GPU_REG_RB_BLEND_ALPHA);
if (!dirty) {
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
return UpdateStatus::kMismatch;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::UpdateDepthStencilState() {
auto& regs = update_depth_stencil_state_regs_;
bool dirty = false;
dirty |= SetShadowRegister(&regs.rb_depthcontrol, XE_GPU_REG_RB_DEPTHCONTROL);
dirty |=
SetShadowRegister(&regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
if (!dirty) {
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
return UpdateStatus::kMismatch;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::PopulateIndexBuffer(
IndexBufferInfo* index_buffer_info) {
auto& regs = *register_file_;
if (!index_buffer_info || !index_buffer_info->guest_base) {
// No index buffer or auto draw.
return UpdateStatus::kCompatible;
}
auto& info = *index_buffer_info;
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
// Min/max index ranges for clamping. This is often [0g,FFFF|FFFFFF].
// All indices should be clamped to [min,max]. May be a way to do this in GL.
uint32_t min_index = regs[XE_GPU_REG_VGT_MIN_VTX_INDX].u32;
uint32_t max_index = regs[XE_GPU_REG_VGT_MAX_VTX_INDX].u32;
assert_true(min_index == 0);
assert_true(max_index == 0xFFFF || max_index == 0xFFFFFF);
assert_true(info.endianness == Endian::k8in16 ||
info.endianness == Endian::k8in32);
trace_writer_.WriteMemoryRead(info.guest_base, info.length);
return UpdateStatus::kCompatible;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::PopulateVertexBuffers() {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
auto& regs = *register_file_;
assert_not_null(active_vertex_shader_);
for (const auto& vertex_binding : active_vertex_shader_->vertex_bindings()) {
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
(vertex_binding.fetch_constant / 3) * 6;
const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
const xe_gpu_vertex_fetch_t* fetch = nullptr;
switch (vertex_binding.fetch_constant % 3) {
case 0:
fetch = &group->vertex_fetch_0;
break;
case 1:
fetch = &group->vertex_fetch_1;
break;
case 2:
fetch = &group->vertex_fetch_2;
break;
}
assert_true(fetch->endian == 2);
size_t valid_range = size_t(fetch->size * 4);
trace_writer_.WriteMemoryRead(fetch->address << 2, valid_range);
}
return UpdateStatus::kCompatible;
}
VulkanCommandProcessor::UpdateStatus
VulkanCommandProcessor::PopulateSamplers() {
#if FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
bool mismatch = false;
// VS and PS samplers are shared, but may be used exclusively.
// We walk each and setup lazily.
bool has_setup_sampler[32] = {false};
// Vertex texture samplers.
for (auto& texture_binding : active_vertex_shader_->texture_bindings()) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
has_setup_sampler[texture_binding.fetch_constant] = true;
auto status = PopulateSampler(texture_binding);
if (status == UpdateStatus::kError) {
return status;
} else if (status == UpdateStatus::kMismatch) {
mismatch = true;
}
}
// Pixel shader texture sampler.
for (auto& texture_binding : active_pixel_shader_->texture_bindings()) {
if (has_setup_sampler[texture_binding.fetch_constant]) {
continue;
}
has_setup_sampler[texture_binding.fetch_constant] = true;
auto status = PopulateSampler(texture_binding);
if (status == UpdateStatus::kError) {
return UpdateStatus::kError;
} else if (status == UpdateStatus::kMismatch) {
mismatch = true;
}
}
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
VulkanCommandProcessor::UpdateStatus VulkanCommandProcessor::PopulateSampler(
const Shader::TextureBinding& texture_binding) {
auto& regs = *register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
texture_binding.fetch_constant * 6;
auto group = reinterpret_cast<const xe_gpu_fetch_group_t*>(&regs.values[r]);
auto& fetch = group->texture_fetch;
// ?
if (!fetch.type) {
return UpdateStatus::kCompatible;
}
assert_true(fetch.type == 0x2);
TextureInfo texture_info;
if (!TextureInfo::Prepare(fetch, &texture_info)) {
XELOGE("Unable to parse texture fetcher info");
return UpdateStatus::kCompatible; // invalid texture used
}
SamplerInfo sampler_info;
if (!SamplerInfo::Prepare(fetch, texture_binding.fetch_instr,
&sampler_info)) {
XELOGE("Unable to parse sampler info");
return UpdateStatus::kCompatible; // invalid texture used
}
trace_writer_.WriteMemoryRead(texture_info.guest_address,
texture_info.input_length);
return UpdateStatus::kCompatible;
}
bool VulkanCommandProcessor::IssueCopy() {
SCOPE_profile_cpu_f("gpu");
return true;
}
} // namespace vulkan
} // namespace gpu
} // namespace xe

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/**
******************************************************************************
* 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. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_COMMAND_PROCESSOR_H_
#define XENIA_GPU_VULKAN_COMMAND_PROCESSOR_H_
#include <atomic>
#include <cstring>
#include <functional>
#include <memory>
#include <mutex>
#include <queue>
#include <string>
#include <unordered_map>
#include <vector>
#include "xenia/base/threading.h"
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/spirv_shader_translator.h"
#include "xenia/gpu/vulkan/vulkan_shader.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/xthread.h"
#include "xenia/memory.h"
#include "xenia/ui/vulkan/vulkan_context.h"
namespace xe {
namespace gpu {
namespace vulkan {
class VulkanGraphicsSystem;
class VulkanCommandProcessor : public CommandProcessor {
public:
VulkanCommandProcessor(VulkanGraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
~VulkanCommandProcessor() override;
void ClearCaches() override;
private:
enum class UpdateStatus {
kCompatible,
kMismatch,
kError,
};
bool SetupContext() override;
void ShutdownContext() override;
void MakeCoherent() override;
void PrepareForWait() override;
void ReturnFromWait() override;
void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
uint32_t frontbuffer_height) override;
Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) override;
bool IssueDraw(PrimitiveType prim_type, uint32_t index_count,
IndexBufferInfo* index_buffer_info) override;
UpdateStatus UpdateShaders(PrimitiveType prim_type);
UpdateStatus UpdateRenderTargets();
UpdateStatus UpdateState(PrimitiveType prim_type);
UpdateStatus UpdateViewportState();
UpdateStatus UpdateRasterizerState(PrimitiveType prim_type);
UpdateStatus UpdateBlendState();
UpdateStatus UpdateDepthStencilState();
UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
UpdateStatus PopulateVertexBuffers();
UpdateStatus PopulateSamplers();
UpdateStatus PopulateSampler(const Shader::TextureBinding& texture_binding);
bool IssueCopy() override;
SpirvShaderTranslator shader_translator_;
private:
bool SetShadowRegister(uint32_t* dest, uint32_t register_name);
bool SetShadowRegister(float* dest, uint32_t register_name);
struct UpdateRenderTargetsRegisters {
uint32_t rb_modecontrol;
uint32_t rb_surface_info;
uint32_t rb_color_info;
uint32_t rb_color1_info;
uint32_t rb_color2_info;
uint32_t rb_color3_info;
uint32_t rb_color_mask;
uint32_t rb_depthcontrol;
uint32_t rb_stencilrefmask;
uint32_t rb_depth_info;
UpdateRenderTargetsRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_render_targets_regs_;
struct UpdateViewportStateRegisters {
// uint32_t pa_cl_clip_cntl;
uint32_t rb_surface_info;
uint32_t pa_cl_vte_cntl;
uint32_t pa_su_sc_mode_cntl;
uint32_t pa_sc_window_offset;
uint32_t pa_sc_window_scissor_tl;
uint32_t pa_sc_window_scissor_br;
float pa_cl_vport_xoffset;
float pa_cl_vport_yoffset;
float pa_cl_vport_zoffset;
float pa_cl_vport_xscale;
float pa_cl_vport_yscale;
float pa_cl_vport_zscale;
UpdateViewportStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_viewport_state_regs_;
struct UpdateRasterizerStateRegisters {
uint32_t pa_su_sc_mode_cntl;
uint32_t pa_sc_screen_scissor_tl;
uint32_t pa_sc_screen_scissor_br;
uint32_t multi_prim_ib_reset_index;
PrimitiveType prim_type;
UpdateRasterizerStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_rasterizer_state_regs_;
struct UpdateBlendStateRegisters {
uint32_t rb_blendcontrol[4];
float rb_blend_rgba[4];
UpdateBlendStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_blend_state_regs_;
struct UpdateDepthStencilStateRegisters {
uint32_t rb_depthcontrol;
uint32_t rb_stencilrefmask;
UpdateDepthStencilStateRegisters() { Reset(); }
void Reset() { std::memset(this, 0, sizeof(*this)); }
} update_depth_stencil_state_regs_;
struct UpdateShadersRegisters {
PrimitiveType prim_type;
uint32_t pa_su_sc_mode_cntl;
uint32_t sq_program_cntl;
uint32_t sq_context_misc;
VulkanShader* vertex_shader;
VulkanShader* pixel_shader;
UpdateShadersRegisters() { Reset(); }
void Reset() {
sq_program_cntl = 0;
vertex_shader = pixel_shader = nullptr;
}
} update_shaders_regs_;
};
} // namespace vulkan
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VULKAN_COMMAND_PROCESSOR_H_

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/**
******************************************************************************
* 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/vulkan_gpu_flags.h"

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@ -0,0 +1,15 @@
/**
******************************************************************************
* 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. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_VULKAN_GPU_FLAGS_H_
#define XENIA_GPU_VULKAN_VULKAN_GPU_FLAGS_H_
#include <gflags/gflags.h>
#endif // XENIA_GPU_VULKAN_VULKAN_GPU_FLAGS_H_

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/**
******************************************************************************
* 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/vulkan_graphics_system.h"
#include <algorithm>
#include <cstring>
#include "xenia/base/logging.h"
#include "xenia/base/profiling.h"
#include "xenia/cpu/processor.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/vulkan/vulkan_command_processor.h"
#include "xenia/gpu/vulkan/vulkan_gpu_flags.h"
#include "xenia/ui/vulkan/vulkan_provider.h"
#include "xenia/ui/window.h"
namespace xe {
namespace gpu {
namespace vulkan {
VulkanGraphicsSystem::VulkanGraphicsSystem() = default;
VulkanGraphicsSystem::~VulkanGraphicsSystem() = default;
X_STATUS VulkanGraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state,
ui::Window* target_window) {
// Must create the provider so we can create contexts.
provider_ = xe::ui::vulkan::VulkanProvider::Create(target_window);
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
if (result) {
return result;
}
display_context_ = reinterpret_cast<xe::ui::vulkan::VulkanContext*>(
target_window->context());
return X_STATUS_SUCCESS;
}
void VulkanGraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
std::unique_ptr<CommandProcessor>
VulkanGraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(
new VulkanCommandProcessor(this, kernel_state_));
}
void VulkanGraphicsSystem::Swap(xe::ui::UIEvent* e) {
if (!command_processor_) {
return;
}
// Check for pending swap.
auto& swap_state = command_processor_->swap_state();
{
std::lock_guard<std::mutex> lock(swap_state.mutex);
if (swap_state.pending) {
swap_state.pending = false;
std::swap(swap_state.front_buffer_texture,
swap_state.back_buffer_texture);
}
}
if (!swap_state.front_buffer_texture) {
// Not yet ready.
return;
}
// Blit the frontbuffer.
// display_context_->blitter()->BlitTexture2D(
// static_cast<GLuint>(swap_state.front_buffer_texture),
// Rect2D(0, 0, swap_state.width, swap_state.height),
// Rect2D(0, 0, target_window_->width(), target_window_->height()),
// GL_LINEAR, false);
}
} // namespace vulkan
} // namespace gpu
} // namespace xe

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@ -0,0 +1,43 @@
/**
******************************************************************************
* 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. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_VULKAN_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_VULKAN_VULKAN_GRAPHICS_SYSTEM_H_
#include <memory>
#include "xenia/gpu/graphics_system.h"
#include "xenia/ui/vulkan/vulkan_context.h"
namespace xe {
namespace gpu {
namespace vulkan {
class VulkanGraphicsSystem : public GraphicsSystem {
public:
VulkanGraphicsSystem();
~VulkanGraphicsSystem() override;
X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
ui::Window* target_window) override;
void Shutdown() override;
private:
std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
void Swap(xe::ui::UIEvent* e) override;
xe::ui::vulkan::VulkanContext* display_context_ = nullptr;
};
} // namespace vulkan
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VULKAN_VULKAN_GRAPHICS_SYSTEM_H_

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@ -0,0 +1,27 @@
/**
******************************************************************************
* 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/vulkan_shader.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
namespace xe {
namespace gpu {
namespace vulkan {
VulkanShader::VulkanShader(ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count)
: Shader(shader_type, data_hash, dword_ptr, dword_count) {}
VulkanShader::~VulkanShader() = default;
} // namespace vulkan
} // namespace gpu
} // namespace xe

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@ -0,0 +1,33 @@
/**
******************************************************************************
* 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. *
******************************************************************************
*/
#ifndef XENIA_GPU_VULKAN_VULKAN_SHADER_H_
#define XENIA_GPU_VULKAN_VULKAN_SHADER_H_
#include <string>
#include "xenia/gpu/shader.h"
#include "xenia/ui/vulkan/vulkan_context.h"
namespace xe {
namespace gpu {
namespace vulkan {
class VulkanShader : public Shader {
public:
VulkanShader(ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count);
~VulkanShader() override;
};
} // namespace vulkan
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VULKAN_VULKAN_SHADER_H_

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@ -0,0 +1,76 @@
/**
******************************************************************************
* 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/base/logging.h"
#include "xenia/base/main.h"
#include "xenia/gpu/trace_dump.h"
#include "xenia/gpu/vulkan/vulkan_command_processor.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
namespace xe {
namespace gpu {
namespace vulkan {
using namespace xe::gpu::xenos;
class VulkanTraceDump : public TraceDump {
public:
std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() override {
return std::unique_ptr<gpu::GraphicsSystem>(new VulkanGraphicsSystem());
}
uintptr_t GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
uint32_t base,
ColorRenderTargetFormat format) override {
auto command_processor = static_cast<VulkanCommandProcessor*>(
graphics_system_->command_processor());
// return command_processor->GetColorRenderTarget(pitch, samples, base,
// format);
return 0;
}
uintptr_t GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples,
uint32_t base,
DepthRenderTargetFormat format) override {
auto command_processor = static_cast<VulkanCommandProcessor*>(
graphics_system_->command_processor());
// return command_processor->GetDepthRenderTarget(pitch, samples, base,
// format);
return 0;
}
uintptr_t GetTextureEntry(const TextureInfo& texture_info,
const SamplerInfo& sampler_info) override {
auto command_processor = static_cast<VulkanCommandProcessor*>(
graphics_system_->command_processor());
// auto entry_view =
// command_processor->texture_cache()->Demand(texture_info,
// sampler_info);
// if (!entry_view) {
// return 0;
//}
// auto texture = entry_view->texture;
// return static_cast<uintptr_t>(texture->handle);
return 0;
}
};
int trace_dump_main(const std::vector<std::wstring>& args) {
VulkanTraceDump trace_dump;
return trace_dump.Main(args);
}
} // namespace vulkan
} // namespace gpu
} // namespace xe
DEFINE_ENTRY_POINT(L"xenia-gpu-vulkan-trace-dump",
L"xenia-gpu-vulkan-trace-dump some.trace",
xe::gpu::vulkan::trace_dump_main);

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@ -0,0 +1,76 @@
/**
******************************************************************************
* 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/base/logging.h"
#include "xenia/base/main.h"
#include "xenia/gpu/trace_viewer.h"
#include "xenia/gpu/vulkan/vulkan_command_processor.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
namespace xe {
namespace gpu {
namespace vulkan {
using namespace xe::gpu::xenos;
class VulkanTraceViewer : public TraceViewer {
public:
std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() override {
return std::unique_ptr<gpu::GraphicsSystem>(new VulkanGraphicsSystem());
}
uintptr_t GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
uint32_t base,
ColorRenderTargetFormat format) override {
auto command_processor = static_cast<VulkanCommandProcessor*>(
graphics_system_->command_processor());
// return command_processor->GetColorRenderTarget(pitch, samples, base,
// format);
return 0;
}
uintptr_t GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples,
uint32_t base,
DepthRenderTargetFormat format) override {
auto command_processor = static_cast<VulkanCommandProcessor*>(
graphics_system_->command_processor());
// return command_processor->GetDepthRenderTarget(pitch, samples, base,
// format);
return 0;
}
uintptr_t GetTextureEntry(const TextureInfo& texture_info,
const SamplerInfo& sampler_info) override {
auto command_processor = static_cast<VulkanCommandProcessor*>(
graphics_system_->command_processor());
// auto entry_view =
// command_processor->texture_cache()->Demand(texture_info,
// sampler_info);
// if (!entry_view) {
// return 0;
//}
// auto texture = entry_view->texture;
// return static_cast<uintptr_t>(texture->handle);
return 0;
}
};
int trace_viewer_main(const std::vector<std::wstring>& args) {
VulkanTraceViewer trace_viewer;
return trace_viewer.Main(args);
}
} // namespace vulkan
} // namespace gpu
} // namespace xe
DEFINE_ENTRY_POINT(L"xenia-gpu-vulkan-trace-viewer",
L"xenia-gpu-vulkan-trace-viewer some.trace",
xe::gpu::vulkan::trace_viewer_main);

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@ -686,13 +686,13 @@ void VulkanImmediateDrawer::Draw(const ImmediateDraw& draw) {
}
// Setup texture binding.
VkDescriptorSet texture_set = nullptr;
auto texture = reinterpret_cast<VulkanImmediateTexture*>(draw.texture_handle);
if (texture) {
texture_set = texture->descriptor_set();
auto texture_set = texture->descriptor_set();
vkCmdBindDescriptorSets(current_cmd_buffer_,
VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_,
0, 1, &texture_set, 0, nullptr);
}
vkCmdBindDescriptorSets(current_cmd_buffer_, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_layout_, 0, 1, &texture_set, 0, nullptr);
// Use push constants for our per-draw changes.
// Here, the restrict_texture_samples uniform.