[D3D12] Place UAV barriers for the EDRAM ROV when layout changes
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parent
45cee3f871
commit
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@ -1469,10 +1469,6 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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}
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}
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if (IsROVUsedForEDRAM()) {
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render_target_cache_->UseEDRAMAsUAV();
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}
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// Actually draw.
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if (indexed) {
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uint32_t index_size = index_buffer_info->format == IndexFormat::kInt32
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@ -131,6 +131,7 @@ bool RenderTargetCache::Initialize(const TextureCache* texture_cache) {
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Shutdown();
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return false;
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}
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edram_buffer_modified_ = false;
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// Create non-shader-visible descriptors of the EDRAM buffer for copying.
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D3D12_DESCRIPTOR_HEAP_DESC edram_buffer_descriptor_heap_desc;
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@ -377,6 +378,8 @@ bool RenderTargetCache::Initialize(const TextureCache* texture_cache) {
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return false;
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}
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ClearBindings();
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return true;
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}
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@ -443,23 +446,32 @@ void RenderTargetCache::ClearCache() {
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#endif
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}
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void RenderTargetCache::BeginFrame() { ClearBindings(); }
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void RenderTargetCache::BeginFrame() {
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// A frame does not always end in a resolve (for example, when memexport
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// readback happens) or something else that would surely submit the UAV
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// barrier, so we need to preserve the `current_` variables.
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if (!command_processor_->IsROVUsedForEDRAM()) {
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ClearBindings();
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}
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}
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bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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if (command_processor_->IsROVUsedForEDRAM()) {
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return true;
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}
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// There are two kinds of render target binding updates in this implementation
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// in case something has been changed - full and partial.
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//
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// A full update involves flushing all the currently bound render targets that
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// have been modified to the EDRAM buffer, allocating all the newly bound
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// render targets in the heaps, loading them from the EDRAM buffer and binding
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// them.
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// For the RTV/DSV path, a full update involves flushing all the currently
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// bound render targets that have been modified to the EDRAM buffer,
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// allocating all the newly bound render targets in the heaps, loading them
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// from the EDRAM buffer and binding them.
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//
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// For the ROV path, a full update places a UAV barrier because across draws,
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// pixels with different SV_Positions or different sample counts (thus without
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// interlocking between each other) may access the same data now. Not having
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// the barriers causes visual glitches in many games, such as Halo 3 where the
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// right side of the menu and shadow maps get corrupted (at least on Nvidia).
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//
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// ("Bound" here means ever used since the last full update - and in this case
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// it's bound to the Direct3D 12 command list.)
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// it's bound to the Direct3D 12 command list in the RTV/DSV path.)
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//
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// However, Banjo-Kazooie interleaves color/depth and depth-only writes every
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// draw call, and doing a full update whenever the color mask is changed is
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@ -503,9 +515,10 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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// - Surface pitch changed.
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// - Sample count changed.
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// - Render target is disabled and another render target got more space than
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// is currently available in the textures.
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// is currently available in the textures (RTV/DSV only).
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// - EDRAM base of a currently used RT changed.
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// - Format of a currently used RT changed.
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// - Format of a currently used RT changed (RTV/DSV) or pixel size of a
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// currently used RT changed (ROV).
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// - Current viewport contains unsaved data from previously used render
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// targets.
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// - New render target overlaps unsaved data from other bound render targets.
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@ -518,13 +531,15 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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// - New render target is added, but doesn't overlap unsaved data from other
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// currently or previously used render targets, and it doesn't require a
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// bigger size.
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auto command_list = command_processor_->GetDeferredCommandList();
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auto& regs = *register_file_;
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#if FINE_GRAINED_DRAW_SCOPES
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SCOPE_profile_cpu_f("gpu");
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#endif // FINE_GRAINED_DRAW_SCOPES
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bool rov_used = command_processor_->IsROVUsedForEDRAM();
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uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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uint32_t surface_pitch = std::min(rb_surface_info & 0x3FFF, 2560u);
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if (surface_pitch == 0) {
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@ -553,8 +568,8 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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}
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uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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// 0x1 = stencil test, 0x2 = depth test, 0x4 = depth write.
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enabled[4] = (rb_depthcontrol & (0x1 | 0x2 | 0x4)) != 0;
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// 0x1 = stencil test, 0x2 = depth test.
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enabled[4] = (rb_depthcontrol & (0x1 | 0x2)) != 0;
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edram_bases[4] = std::min(rb_depth_info & 0xFFF, 2048u);
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formats[4] = (rb_depth_info >> 16) & 0x1;
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formats_are_64bpp[4] = false;
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@ -599,8 +614,8 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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edram_max_rows = std::min(edram_max_rows, 160u * msaa_samples_y);
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// Check the following full update conditions:
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// - Render target is disabled and another render target got more space than
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// is currently available in the textures.
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if (edram_max_rows > current_edram_max_rows_) {
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// is currently available in the textures (RTV/DSV only).
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if (!rov_used && edram_max_rows > current_edram_max_rows_) {
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full_update = true;
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}
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@ -635,7 +650,8 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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// Check the following full update conditions:
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// - EDRAM base of a currently used RT changed.
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// - Format of a currently used RT changed.
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// - Format of a currently used RT changed (RTV/DSV) or pixel size of a
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// currently used RT changed (ROV).
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// Also build a list of render targets to attach in a partial update.
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uint32_t render_targets_to_attach = 0;
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if (!full_update) {
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@ -645,9 +661,18 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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}
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const RenderTargetBinding& binding = current_bindings_[i];
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if (binding.is_bound) {
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if (binding.edram_base != edram_bases[i] ||
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binding.format != formats[i]) {
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full_update = true;
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if (binding.edram_base != edram_bases[i]) {
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break;
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}
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if (rov_used) {
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if (i != 4) {
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full_update |= IsColorFormat64bpp(binding.color_format) !=
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formats_are_64bpp[i];
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}
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} else {
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full_update |= binding.format != formats[i];
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}
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if (full_update) {
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break;
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}
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} else {
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@ -719,13 +744,23 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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uint32_t heap_usage[5] = {};
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#endif
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if (full_update) {
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// Export the currently bound render targets before we ruin the bindings.
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StoreRenderTargetsToEDRAM();
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if (rov_used) {
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// Place a UAV barrier because across draws, pixels with different
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// SV_Positions or different sample counts (thus without interlocking
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// between each other) may access the same data now.
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CommitEDRAMBufferUAVWrites(false);
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} else {
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// Export the currently bound render targets before we ruin the
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// bindings.
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StoreRenderTargetsToEDRAM();
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}
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ClearBindings();
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current_surface_pitch_ = surface_pitch;
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current_msaa_samples_ = msaa_samples;
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current_edram_max_rows_ = edram_max_rows;
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if (!rov_used) {
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current_edram_max_rows_ = edram_max_rows;
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}
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// If updating fully, need to reattach all the render targets and allocate
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// from scratch.
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@ -736,17 +771,19 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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}
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} else {
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#if 0
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// If updating partially, only need to attach new render targets.
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for (uint32_t i = 0; i < 5; ++i) {
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const RenderTargetBinding& binding = current_bindings_[i];
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if (!binding.is_bound) {
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continue;
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}
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const RenderTarget* render_target = binding.render_target;
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if (render_target != nullptr) {
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// There are no holes between 4 MB pages in each heap.
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heap_usage[render_target->heap_page_first / kHeap4MBPages] +=
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render_target->heap_page_count;
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if (!rov_used) {
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// If updating partially, only need to attach new render targets.
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for (uint32_t i = 0; i < 5; ++i) {
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const RenderTargetBinding& binding = current_bindings_[i];
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if (!binding.is_bound) {
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continue;
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}
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const RenderTarget* render_target = binding.render_target;
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if (render_target != nullptr) {
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// There are no holes between 4 MB pages in each heap.
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heap_usage[render_target->heap_page_first / kHeap4MBPages] +=
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render_target->heap_page_count;
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}
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}
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}
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#endif
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@ -755,8 +792,10 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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full_update ? "Full" : "Partial", surface_pitch, msaa_samples,
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render_targets_to_attach);
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#if 0
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auto device =
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command_processor_->GetD3D12Context()->GetD3D12Provider()->GetDevice();
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#endif
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// Allocate new render targets and add them to the bindings list.
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for (uint32_t i = 0; i < 5; ++i) {
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@ -770,143 +809,148 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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binding.format = formats[i];
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binding.render_target = nullptr;
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RenderTargetKey key;
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key.width_ss_div_80 = edram_row_tiles_32bpp;
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key.height_ss_div_16 = current_edram_max_rows_;
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key.is_depth = i == 4 ? 1 : 0;
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key.format = formats[i];
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D3D12_RESOURCE_DESC resource_desc;
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if (!GetResourceDesc(key, resource_desc)) {
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// Invalid format.
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continue;
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}
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if (!rov_used) {
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RenderTargetKey key;
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key.width_ss_div_80 = edram_row_tiles_32bpp;
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key.height_ss_div_16 = current_edram_max_rows_;
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key.is_depth = i == 4 ? 1 : 0;
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key.format = formats[i];
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D3D12_RESOURCE_DESC resource_desc;
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if (!GetResourceDesc(key, resource_desc)) {
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// Invalid format.
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continue;
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}
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#if 0
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// Calculate the number of 4 MB pages of the heaps this RT will use.
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D3D12_RESOURCE_ALLOCATION_INFO allocation_info =
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device->GetResourceAllocationInfo(0, 1, &resource_desc);
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if (allocation_info.SizeInBytes == 0 ||
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allocation_info.SizeInBytes > (kHeap4MBPages << 22)) {
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assert_always();
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continue;
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}
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uint32_t heap_page_count =
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(uint32_t(allocation_info.SizeInBytes) + ((4 << 20) - 1)) >> 22;
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// Find the heap page range for this render target.
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uint32_t heap_page_first = UINT32_MAX;
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for (uint32_t j = 0; j < 5; ++j) {
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if (heap_usage[j] + heap_page_count <= kHeap4MBPages) {
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heap_page_first = j * kHeap4MBPages + heap_usage[j];
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break;
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// Calculate the number of 4 MB pages of the heaps this RT will use.
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D3D12_RESOURCE_ALLOCATION_INFO allocation_info =
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device->GetResourceAllocationInfo(0, 1, &resource_desc);
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if (allocation_info.SizeInBytes == 0 ||
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allocation_info.SizeInBytes > (kHeap4MBPages << 22)) {
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assert_always();
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continue;
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}
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}
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if (heap_page_first == UINT32_MAX) {
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assert_always();
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continue;
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}
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uint32_t heap_page_count =
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(uint32_t(allocation_info.SizeInBytes) + ((4 << 20) - 1)) >> 22;
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// Get the render target.
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binding.render_target = FindOrCreateRenderTarget(key, heap_page_first);
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if (binding.render_target == nullptr) {
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continue;
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}
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heap_usage[heap_page_first / kHeap4MBPages] += heap_page_count;
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// Inform Direct3D that we're reusing the heap for this render target.
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command_processor_->PushAliasingBarrier(nullptr,
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binding.render_target->resource);
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#else
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// If multiple render targets have the same format, assign different
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// instance numbers to them.
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uint32_t instance = 0;
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if (i != 4) {
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for (uint32_t j = 0; j < i; ++j) {
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const RenderTargetBinding& other_binding = current_bindings_[j];
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if (other_binding.is_bound &&
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other_binding.render_target != nullptr &&
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other_binding.format == formats[i]) {
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++instance;
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// Find the heap page range for this render target.
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uint32_t heap_page_first = UINT32_MAX;
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for (uint32_t j = 0; j < 5; ++j) {
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if (heap_usage[j] + heap_page_count <= kHeap4MBPages) {
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heap_page_first = j * kHeap4MBPages + heap_usage[j];
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break;
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}
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}
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}
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binding.render_target = FindOrCreateRenderTarget(key, instance);
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if (heap_page_first == UINT32_MAX) {
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assert_always();
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continue;
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}
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// Get the render target.
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binding.render_target = FindOrCreateRenderTarget(key, heap_page_first);
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if (binding.render_target == nullptr) {
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continue;
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}
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heap_usage[heap_page_first / kHeap4MBPages] += heap_page_count;
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// Inform Direct3D that we're reusing the heap for this render target.
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command_processor_->PushAliasingBarrier(
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nullptr, binding.render_target->resource);
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#else
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// If multiple render targets have the same format, assign different
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// instance numbers to them.
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uint32_t instance = 0;
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if (i != 4) {
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for (uint32_t j = 0; j < i; ++j) {
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const RenderTargetBinding& other_binding = current_bindings_[j];
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if (other_binding.is_bound &&
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other_binding.render_target != nullptr &&
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other_binding.format == formats[i]) {
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++instance;
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}
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}
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}
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binding.render_target = FindOrCreateRenderTarget(key, instance);
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#endif
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}
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}
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// Sample positions when loading depth must match sample positions when
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// drawing.
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command_processor_->SetSamplePositions(msaa_samples);
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if (!rov_used) {
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// Sample positions when loading depth must match sample positions when
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// drawing.
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command_processor_->SetSamplePositions(msaa_samples);
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// Load the contents of the new render targets from the EDRAM buffer (will
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// change the state of the render targets to copy destination).
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RenderTarget* load_render_targets[5];
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uint32_t load_edram_bases[5];
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uint32_t load_render_target_count = 0;
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for (uint32_t i = 0; i < 5; ++i) {
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if (!(render_targets_to_attach & (1 << i))) {
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continue;
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// Load the contents of the new render targets from the EDRAM buffer (will
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// change the state of the render targets to copy destination).
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RenderTarget* load_render_targets[5];
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uint32_t load_edram_bases[5];
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uint32_t load_render_target_count = 0;
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for (uint32_t i = 0; i < 5; ++i) {
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if (!(render_targets_to_attach & (1 << i))) {
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continue;
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}
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RenderTarget* render_target = current_bindings_[i].render_target;
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if (render_target == nullptr) {
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continue;
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}
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load_render_targets[load_render_target_count] = render_target;
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load_edram_bases[load_render_target_count] = edram_bases[i];
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++load_render_target_count;
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}
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RenderTarget* render_target = current_bindings_[i].render_target;
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if (render_target == nullptr) {
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continue;
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if (load_render_target_count != 0) {
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LoadRenderTargetsFromEDRAM(load_render_target_count,
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load_render_targets, load_edram_bases);
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}
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load_render_targets[load_render_target_count] = render_target;
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load_edram_bases[load_render_target_count] = edram_bases[i];
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++load_render_target_count;
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}
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if (load_render_target_count != 0) {
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LoadRenderTargetsFromEDRAM(load_render_target_count, load_render_targets,
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load_edram_bases);
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}
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// Transition the render targets to the appropriate state if needed,
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// compress the list of the render target because null RTV descriptors are
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// broken in Direct3D 12 and bind the render targets to the command list.
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handles[4];
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uint32_t rtv_count = 0;
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for (uint32_t i = 0; i < 4; ++i) {
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const RenderTargetBinding& binding = current_bindings_[i];
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RenderTarget* render_target = binding.render_target;
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if (!binding.is_bound || render_target == nullptr) {
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continue;
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// Transition the render targets to the appropriate state if needed,
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// compress the list of the render target because null RTV descriptors are
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// broken in Direct3D 12 and bind the render targets to the command list.
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handles[4];
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uint32_t rtv_count = 0;
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||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
const RenderTargetBinding& binding = current_bindings_[i];
|
||||
RenderTarget* render_target = binding.render_target;
|
||||
if (!binding.is_bound || render_target == nullptr) {
|
||||
continue;
|
||||
}
|
||||
XELOGGPU("RT Color %u: base %u, format %u", i, edram_bases[i],
|
||||
formats[i]);
|
||||
command_processor_->PushTransitionBarrier(
|
||||
render_target->resource, render_target->state,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
render_target->state = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
rtv_handles[rtv_count] = render_target->handle;
|
||||
current_pipeline_render_targets_[rtv_count].guest_render_target = i;
|
||||
current_pipeline_render_targets_[rtv_count].format =
|
||||
GetColorDXGIFormat(ColorRenderTargetFormat(formats[i]));
|
||||
++rtv_count;
|
||||
}
|
||||
XELOGGPU("RT Color %u: base %u, format %u", i, edram_bases[i],
|
||||
formats[i]);
|
||||
command_processor_->PushTransitionBarrier(
|
||||
render_target->resource, render_target->state,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET);
|
||||
render_target->state = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
rtv_handles[rtv_count] = render_target->handle;
|
||||
current_pipeline_render_targets_[rtv_count].guest_render_target = i;
|
||||
current_pipeline_render_targets_[rtv_count].format =
|
||||
GetColorDXGIFormat(ColorRenderTargetFormat(formats[i]));
|
||||
++rtv_count;
|
||||
for (uint32_t i = rtv_count; i < 4; ++i) {
|
||||
current_pipeline_render_targets_[i].guest_render_target = i;
|
||||
current_pipeline_render_targets_[i].format = DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
const D3D12_CPU_DESCRIPTOR_HANDLE* dsv_handle;
|
||||
const RenderTargetBinding& depth_binding = current_bindings_[4];
|
||||
RenderTarget* depth_render_target = depth_binding.render_target;
|
||||
current_pipeline_render_targets_[4].guest_render_target = 4;
|
||||
if (depth_binding.is_bound && depth_render_target != nullptr) {
|
||||
XELOGGPU("RT Depth: base %u, format %u", edram_bases[4], formats[4]);
|
||||
command_processor_->PushTransitionBarrier(
|
||||
depth_render_target->resource, depth_render_target->state,
|
||||
D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
depth_render_target->state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
dsv_handle = &depth_binding.render_target->handle;
|
||||
current_pipeline_render_targets_[4].format =
|
||||
GetDepthDXGIFormat(DepthRenderTargetFormat(formats[4]));
|
||||
} else {
|
||||
dsv_handle = nullptr;
|
||||
current_pipeline_render_targets_[4].format = DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
command_processor_->SubmitBarriers();
|
||||
command_processor_->GetDeferredCommandList()->D3DOMSetRenderTargets(
|
||||
rtv_count, rtv_handles, FALSE, dsv_handle);
|
||||
}
|
||||
for (uint32_t i = rtv_count; i < 4; ++i) {
|
||||
current_pipeline_render_targets_[i].guest_render_target = i;
|
||||
current_pipeline_render_targets_[i].format = DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
const D3D12_CPU_DESCRIPTOR_HANDLE* dsv_handle;
|
||||
const RenderTargetBinding& depth_binding = current_bindings_[4];
|
||||
RenderTarget* depth_render_target = depth_binding.render_target;
|
||||
current_pipeline_render_targets_[4].guest_render_target = 4;
|
||||
if (depth_binding.is_bound && depth_render_target != nullptr) {
|
||||
XELOGGPU("RT Depth: base %u, format %u", edram_bases[4], formats[4]);
|
||||
command_processor_->PushTransitionBarrier(
|
||||
depth_render_target->resource, depth_render_target->state,
|
||||
D3D12_RESOURCE_STATE_DEPTH_WRITE);
|
||||
depth_render_target->state = D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
dsv_handle = &depth_binding.render_target->handle;
|
||||
current_pipeline_render_targets_[4].format =
|
||||
GetDepthDXGIFormat(DepthRenderTargetFormat(formats[4]));
|
||||
} else {
|
||||
dsv_handle = nullptr;
|
||||
current_pipeline_render_targets_[4].format = DXGI_FORMAT_UNKNOWN;
|
||||
}
|
||||
command_processor_->SubmitBarriers();
|
||||
command_list->D3DOMSetRenderTargets(rtv_count, rtv_handles, FALSE,
|
||||
dsv_handle);
|
||||
}
|
||||
|
||||
// Update the dirty regions.
|
||||
|
@ -915,7 +959,7 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
|
|||
continue;
|
||||
}
|
||||
RenderTargetBinding& binding = current_bindings_[i];
|
||||
if (binding.render_target == nullptr) {
|
||||
if (!rov_used && binding.render_target == nullptr) {
|
||||
// Nothing to store to the EDRAM buffer if there was an error.
|
||||
continue;
|
||||
}
|
||||
|
@ -923,18 +967,26 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
|
|||
std::max(binding.edram_dirty_rows, edram_dirty_rows);
|
||||
}
|
||||
|
||||
if (rov_used) {
|
||||
// The buffer will be used for ROV drawing now.
|
||||
TransitionEDRAMBuffer(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
edram_buffer_modified_ = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
|
||||
TextureCache* texture_cache, Memory* memory) {
|
||||
// Save the currently bound render targets to the EDRAM buffer that will be
|
||||
// used as the resolve source and clear bindings to allow render target
|
||||
// resources to be reused as source textures for format conversion, resolving
|
||||
// samples, to let format conversion bind other render targets, and so after a
|
||||
// clear new data will be loaded.
|
||||
StoreRenderTargetsToEDRAM();
|
||||
ClearBindings();
|
||||
if (!command_processor_->IsROVUsedForEDRAM()) {
|
||||
// Save the currently bound render targets to the EDRAM buffer that will be
|
||||
// used as the resolve source and clear bindings to allow render target
|
||||
// resources to be reused as source textures for format conversion,
|
||||
// resolving samples, to let format conversion bind other render targets,
|
||||
// and so after a clear new data will be loaded.
|
||||
StoreRenderTargetsToEDRAM();
|
||||
ClearBindings();
|
||||
}
|
||||
|
||||
auto& regs = *register_file_;
|
||||
|
||||
|
@ -1083,7 +1135,7 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
|
|||
|
||||
if (command_processor_->IsROVUsedForEDRAM()) {
|
||||
// Commit ROV writes.
|
||||
command_processor_->PushUAVBarrier(edram_buffer_);
|
||||
CommitEDRAMBufferUAVWrites(false);
|
||||
}
|
||||
|
||||
// GetEDRAMLayout in ResolveCopy and ResolveClear will perform the needed
|
||||
|
@ -1809,7 +1861,7 @@ bool RenderTargetCache::ResolveClear(uint32_t edram_base,
|
|||
command_list->D3DSetComputeRootDescriptorTable(1, descriptor_gpu_start);
|
||||
// 1 group per 80x16 samples. Resolution scale handled in the shader itself.
|
||||
command_list->D3DDispatch(row_width_ss_div_80, rows, 1);
|
||||
command_processor_->PushUAVBarrier(edram_buffer_);
|
||||
CommitEDRAMBufferUAVWrites(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -2010,14 +2062,13 @@ RenderTargetCache::ResolveTarget* RenderTargetCache::FindOrCreateResolveTarget(
|
|||
}
|
||||
|
||||
void RenderTargetCache::UnbindRenderTargets() {
|
||||
if (command_processor_->IsROVUsedForEDRAM()) {
|
||||
return;
|
||||
}
|
||||
StoreRenderTargetsToEDRAM();
|
||||
ClearBindings();
|
||||
}
|
||||
|
||||
void RenderTargetCache::UseEDRAMAsUAV() {
|
||||
TransitionEDRAMBuffer(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
}
|
||||
|
||||
void RenderTargetCache::WriteEDRAMUint32UAVDescriptor(
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle) {
|
||||
auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
|
||||
|
@ -2095,6 +2146,13 @@ void RenderTargetCache::TransitionEDRAMBuffer(D3D12_RESOURCE_STATES new_state) {
|
|||
edram_buffer_state_ = new_state;
|
||||
}
|
||||
|
||||
void RenderTargetCache::CommitEDRAMBufferUAVWrites(bool force) {
|
||||
if (edram_buffer_modified_ || force) {
|
||||
command_processor_->PushUAVBarrier(edram_buffer_);
|
||||
}
|
||||
edram_buffer_modified_ = false;
|
||||
}
|
||||
|
||||
void RenderTargetCache::WriteEDRAMRawSRVDescriptor(
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle) {
|
||||
auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
|
||||
|
@ -2589,7 +2647,7 @@ void RenderTargetCache::StoreRenderTargetsToEDRAM() {
|
|||
command_list->D3DDispatch(surface_pitch_tiles, binding.edram_dirty_rows, 1);
|
||||
|
||||
// Commit the UAV write.
|
||||
command_processor_->PushUAVBarrier(edram_buffer_);
|
||||
CommitEDRAMBufferUAVWrites(true);
|
||||
}
|
||||
|
||||
command_processor_->ReleaseScratchGPUBuffer(copy_buffer, copy_buffer_state);
|
||||
|
|
|
@ -274,8 +274,6 @@ class RenderTargetCache {
|
|||
// the command processor takes over framebuffer bindings to draw something
|
||||
// special.
|
||||
void UnbindRenderTargets();
|
||||
// Transitions the EDRAM buffer to a UAV - for use with ROV rendering.
|
||||
void UseEDRAMAsUAV();
|
||||
void WriteEDRAMUint32UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||
void EndFrame();
|
||||
|
||||
|
@ -422,6 +420,7 @@ class RenderTargetCache {
|
|||
uint32_t GetEDRAMBufferSize() const;
|
||||
|
||||
void TransitionEDRAMBuffer(D3D12_RESOURCE_STATES new_state);
|
||||
void CommitEDRAMBufferUAVWrites(bool force);
|
||||
|
||||
void WriteEDRAMRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||
void WriteEDRAMRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||
|
@ -511,6 +510,9 @@ class RenderTargetCache {
|
|||
// 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
|
||||
|
@ -629,6 +631,7 @@ class RenderTargetCache {
|
|||
|
||||
uint32_t current_surface_pitch_ = 0;
|
||||
MsaaSamples current_msaa_samples_ = 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] = {};
|
||||
|
||||
|
|
|
@ -1988,6 +1988,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_DepthStencil(
|
|||
PopSystemTemp();
|
||||
|
||||
// Load the previous depth/stencil values.
|
||||
// The `if`s are REQUIRED - interlocking is done per-sample, not per-pixel!
|
||||
uint32_t depth_values_temp = PushSystemTemp();
|
||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
|
@ -2848,6 +2849,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_DepthStencil(
|
|||
++stat_.uint_instruction_count;
|
||||
|
||||
// Write new depth/stencil for the covered samples.
|
||||
// The `if`s are REQUIRED - interlocking is done per-sample, not per-pixel!
|
||||
for (uint32_t i = 0; i < 4; ++i) {
|
||||
shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
|
||||
|
@ -5564,6 +5566,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
|
|||
}
|
||||
|
||||
// Sample loop.
|
||||
// The `if`s are REQUIRED - interlocking is done per-sample, not
|
||||
// per-pixel!
|
||||
for (uint32_t k = 0; k < 4; ++k) {
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
|
@ -5927,6 +5931,8 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
|
|||
}
|
||||
|
||||
// Sample loop.
|
||||
// The `if`s are REQUIRED - interlocking is done per-sample,
|
||||
// not per-pixel!
|
||||
for (uint32_t k = 0; k < 4; ++k) {
|
||||
shader_code_.push_back(
|
||||
ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
|
||||
|
|
Loading…
Reference in New Issue