[Vulkan] BufferCache::PrepareVertexSet
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@ -18,6 +18,8 @@
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#include "third_party/vulkan/vk_mem_alloc.h"
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using namespace xe::gpu::xenos;
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namespace xe {
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namespace gpu {
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namespace vulkan {
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@ -532,6 +534,85 @@ std::pair<VkBuffer, VkDeviceSize> BufferCache::UploadVertexBuffer(
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return {transient_buffer_->gpu_buffer(), offset + source_offset};
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}
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VkDescriptorSet BufferCache::PrepareVertexSet(
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VkCommandBuffer setup_buffer, VkFence fence,
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std::vector<Shader::VertexBinding> vertex_bindings) {
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if (!vertex_descriptor_pool_->has_open_batch()) {
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vertex_descriptor_pool_->BeginBatch(fence);
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}
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VkDescriptorSet set =
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vertex_descriptor_pool_->AcquireEntry(vertex_descriptor_set_layout_);
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if (!set) {
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return nullptr;
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}
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// TODO(DrChat): Define magic number 32 as a constant somewhere.
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VkDescriptorBufferInfo buffer_infos[32] = {};
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VkWriteDescriptorSet descriptor_write = {
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VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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nullptr,
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set,
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0,
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0,
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0,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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nullptr,
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buffer_infos,
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nullptr,
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};
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auto& regs = *register_file_;
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for (const auto& vertex_binding : vertex_bindings) {
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int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
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(vertex_binding.fetch_constant / 3) * 6;
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const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(®s.values[r]);
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const xe_gpu_vertex_fetch_t* fetch = nullptr;
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switch (vertex_binding.fetch_constant % 3) {
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case 0:
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fetch = &group->vertex_fetch_0;
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break;
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case 1:
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fetch = &group->vertex_fetch_1;
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break;
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case 2:
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fetch = &group->vertex_fetch_2;
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break;
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}
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if (fetch->type != 0x3) {
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// TODO(DrChat): Some games use type 0x0 (with no data).
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return false;
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}
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// TODO(benvanik): compute based on indices or vertex count.
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// THIS CAN BE MASSIVELY INCORRECT (too large).
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// This may not be possible (with indexed vfetch).
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uint32_t source_length = fetch->size * 4;
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uint32_t physical_address = fetch->address << 2;
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// trace_writer_.WriteMemoryRead(physical_address, source_length);
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// Upload (or get a cached copy of) the buffer.
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auto buffer_ref =
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UploadVertexBuffer(setup_buffer, physical_address, source_length,
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static_cast<Endian>(fetch->endian), fence);
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if (buffer_ref.second == VK_WHOLE_SIZE) {
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// Failed to upload buffer.
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return false;
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}
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// Stash the buffer reference for our bulk bind at the end.
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buffer_infos[descriptor_write.descriptorCount++] = {
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buffer_ref.first,
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buffer_ref.second,
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source_length,
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};
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}
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vkUpdateDescriptorSets(*device_, 1, &descriptor_write, 0, nullptr);
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return set;
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}
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VkDeviceSize BufferCache::AllocateTransientData(VkDeviceSize length,
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VkFence fence) {
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// Try fast path (if we have space).
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@ -626,6 +707,11 @@ void BufferCache::ClearCache() { transient_cache_.clear(); }
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void BufferCache::Scavenge() {
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transient_cache_.clear();
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transient_buffer_->Scavenge();
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if (vertex_descriptor_pool_->has_open_batch()) {
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vertex_descriptor_pool_->EndBatch();
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}
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vertex_descriptor_pool_->Scavenge();
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}
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} // namespace vulkan
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@ -52,6 +52,12 @@ class BufferCache {
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return constant_descriptor_set_layout_;
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}
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// Descriptor set containing vertex buffers stored in storage buffers.
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// This set contains one binding with an array of 32 storage buffers.
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VkDescriptorSetLayout vertex_descriptor_set_layout() const {
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return vertex_descriptor_set_layout_;
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}
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// Uploads the constants specified in the register maps to the transient
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// uniform storage buffer.
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// The registers are tightly packed in order as [floats, ints, bools].
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@ -80,6 +86,11 @@ class BufferCache {
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VkCommandBuffer command_buffer, uint32_t source_addr,
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uint32_t source_length, Endian endian, VkFence fence);
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// Prepares and returns a vertex descriptor set.
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VkDescriptorSet PrepareVertexSet(
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VkCommandBuffer setup_buffer, VkFence fence,
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std::vector<Shader::VertexBinding> vertex_bindings);
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// Flushes all pending data to the GPU.
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// Until this is called the GPU is not guaranteed to see any data.
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// The given command buffer will be used to queue up events so that the
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