[D3D12] d3d12_break_on_error + fix PerformSwap descriptor heap wrap

This commit is contained in:
Triang3l 2020-05-17 00:26:04 +03:00
parent 8341a48210
commit b7a5c24bb1
7 changed files with 88 additions and 34 deletions

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@ -1153,16 +1153,23 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
dirty_gamma_ramp_pwl_ = false; dirty_gamma_ramp_pwl_ = false;
} }
D3D12_CPU_DESCRIPTOR_HANDLE descriptor_cpu_start; D3D12_SHADER_RESOURCE_VIEW_DESC swap_texture_srv_desc;
D3D12_GPU_DESCRIPTOR_HANDLE descriptor_gpu_start; TextureFormat frontbuffer_format;
if (RequestViewDescriptors(ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid, ID3D12Resource* swap_texture_resource = texture_cache_->RequestSwapTexture(
2, 2, descriptor_cpu_start, swap_texture_srv_desc, frontbuffer_format);
descriptor_gpu_start) != if (swap_texture_resource) {
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) { render_target_cache_->FlushAndUnbindRenderTargets();
TextureFormat frontbuffer_format; D3D12_CPU_DESCRIPTOR_HANDLE descriptor_cpu_start;
if (texture_cache_->RequestSwapTexture(descriptor_cpu_start, D3D12_GPU_DESCRIPTOR_HANDLE descriptor_gpu_start;
frontbuffer_format)) { if (RequestViewDescriptors(ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid,
render_target_cache_->FlushAndUnbindRenderTargets(); 2, 2, descriptor_cpu_start,
descriptor_gpu_start) !=
ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
// Must not call anything that can change the descriptor heap from now on!
// Create the swap texture descriptor.
device->CreateShaderResourceView(
swap_texture_resource, &swap_texture_srv_desc, descriptor_cpu_start);
// Create the gamma ramp texture descriptor. // Create the gamma ramp texture descriptor.
// This is according to D3D::InitializePresentationParameters from a game // This is according to D3D::InitializePresentationParameters from a game
@ -1453,6 +1460,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) { if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) {
return false; return false;
} }
// Must not call anything that can change the descriptor heap from now on!
// Ensure vertex and index buffers are resident and draw. // Ensure vertex and index buffers are resident and draw.
// TODO(Triang3l): Cache residency for ranges in a way similar to how texture // TODO(Triang3l): Cache residency for ranges in a way similar to how texture

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@ -261,7 +261,8 @@ class RenderTargetCache {
void CompletedSubmissionUpdated(); void CompletedSubmissionUpdated();
void BeginSubmission(); void BeginSubmission();
void EndFrame(); void EndFrame();
// Called in the beginning of a draw call - may bind pipelines. // Called in the beginning of a draw call - may bind pipelines and change the
// view descriptor heap.
bool UpdateRenderTargets(const D3D12Shader* pixel_shader); bool UpdateRenderTargets(const D3D12Shader* pixel_shader);
// Returns the host-to-guest mappings and host formats of currently bound // Returns the host-to-guest mappings and host formats of currently bound
// render targets for pipeline creation and remapping in shaders. They are // render targets for pipeline creation and remapping in shaders. They are
@ -281,7 +282,7 @@ class RenderTargetCache {
void ForceApplyOnNextUpdate() { apply_to_command_list_ = true; } void ForceApplyOnNextUpdate() { apply_to_command_list_ = true; }
// Flushes the render targets to EDRAM and unbinds them, for instance, when // Flushes the render targets to EDRAM and unbinds them, for instance, when
// the command processor takes over framebuffer bindings to draw something // the command processor takes over framebuffer bindings to draw something
// special. // special. May change the CBV/SRV/UAV descriptor heap.
void FlushAndUnbindRenderTargets(); void FlushAndUnbindRenderTargets();
void WriteEDRAMUint32UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle); void WriteEDRAMUint32UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);

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@ -2011,8 +2011,8 @@ void TextureCache::CreateScaledResolveBufferRawUAV(
first_unscaled_4kb_page << 14); first_unscaled_4kb_page << 14);
} }
bool TextureCache::RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle, ID3D12Resource* TextureCache::RequestSwapTexture(
TextureFormat& format_out) { D3D12_SHADER_RESOURCE_VIEW_DESC& srv_desc_out, TextureFormat& format_out) {
auto& regs = *register_file_; auto& regs = *register_file_;
const auto& fetch = regs.Get<xenos::xe_gpu_texture_fetch_t>( const auto& fetch = regs.Get<xenos::xe_gpu_texture_fetch_t>(
XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0); XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0);
@ -2020,11 +2020,11 @@ bool TextureCache::RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
uint32_t swizzle; uint32_t swizzle;
BindingInfoFromFetchConstant(fetch, key, &swizzle, nullptr, nullptr); BindingInfoFromFetchConstant(fetch, key, &swizzle, nullptr, nullptr);
if (key.base_page == 0 || key.dimension != Dimension::k2D) { if (key.base_page == 0 || key.dimension != Dimension::k2D) {
return false; return nullptr;
} }
Texture* texture = FindOrCreateTexture(key); Texture* texture = FindOrCreateTexture(key);
if (texture == nullptr || !LoadTextureData(texture)) { if (texture == nullptr || !LoadTextureData(texture)) {
return false; return nullptr;
} }
MarkTextureUsed(texture); MarkTextureUsed(texture);
// The swap texture is likely to be used only for the presentation pixel // The swap texture is likely to be used only for the presentation pixel
@ -2034,21 +2034,17 @@ bool TextureCache::RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle,
texture->resource, texture->state, texture->resource, texture->state,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
texture->state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; texture->state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; srv_desc_out.Format = GetDXGIUnormFormat(key);
srv_desc.Format = GetDXGIUnormFormat(key); srv_desc_out.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc_out.Shader4ComponentMapping =
srv_desc.Shader4ComponentMapping =
swizzle | swizzle |
D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES; D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES;
srv_desc.Texture2D.MostDetailedMip = 0; srv_desc_out.Texture2D.MostDetailedMip = 0;
srv_desc.Texture2D.MipLevels = 1; srv_desc_out.Texture2D.MipLevels = 1;
srv_desc.Texture2D.PlaneSlice = 0; srv_desc_out.Texture2D.PlaneSlice = 0;
srv_desc.Texture2D.ResourceMinLODClamp = 0.0f; srv_desc_out.Texture2D.ResourceMinLODClamp = 0.0f;
auto device =
command_processor_->GetD3D12Context()->GetD3D12Provider()->GetDevice();
device->CreateShaderResourceView(texture->resource, &srv_desc, handle);
format_out = key.format; format_out = key.format;
return true; return texture->resource;
} }
bool TextureCache::IsDecompressionNeeded(TextureFormat format, uint32_t width, bool TextureCache::IsDecompressionNeeded(TextureFormat format, uint32_t width,

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@ -159,9 +159,12 @@ class TextureCache {
uint32_t first_unscaled_4kb_page, uint32_t first_unscaled_4kb_page,
uint32_t unscaled_4kb_page_count); uint32_t unscaled_4kb_page_count);
// Returns a descriptor of the front buffer in PIXEL_SHADER_RESOURCE state. // Returns the ID3D12Resource of the front buffer texture (in
bool RequestSwapTexture(D3D12_CPU_DESCRIPTOR_HANDLE handle, // PIXEL_SHADER_RESOURCE state), or nullptr in case of failure, and writes the
TextureFormat& format_out); // description of its SRV. May call LoadTextureData, so the same restrictions
// (such as about descriptor heap change possibility) apply.
ID3D12Resource* RequestSwapTexture(
D3D12_SHADER_RESOURCE_VIEW_DESC& srv_desc_out, TextureFormat& format_out);
private: private:
enum class LoadMode { enum class LoadMode {

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@ -15,8 +15,10 @@
#include <DXProgrammableCapture.h> #include <DXProgrammableCapture.h>
#include <d3d12.h> #include <d3d12.h>
#include <d3d12sdklayers.h>
#include <d3dcompiler.h> #include <d3dcompiler.h>
#include <dxgi1_4.h> #include <dxgi1_4.h>
#include <dxgidebug.h>
#define XELOGD3D XELOGI #define XELOGD3D XELOGI

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@ -342,9 +342,7 @@ void D3D12Context::EndSwap() {
direct_queue->ExecuteCommandLists(1, execute_command_lists); direct_queue->ExecuteCommandLists(1, execute_command_lists);
// Present and check if the context was lost. // Present and check if the context was lost.
HRESULT result = swap_chain_->Present(0, 0); if (FAILED(swap_chain_->Present(0, 0))) {
if (result == DXGI_ERROR_DEVICE_RESET ||
result == DXGI_ERROR_DEVICE_REMOVED) {
context_lost_ = true; context_lost_ = true;
return; return;
} }

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@ -14,10 +14,13 @@
#include "xenia/base/cvar.h" #include "xenia/base/cvar.h"
#include "xenia/base/logging.h" #include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/ui/d3d12/d3d12_context.h" #include "xenia/ui/d3d12/d3d12_context.h"
DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.", DEFINE_bool(d3d12_debug, false, "Enable Direct3D 12 and DXGI debug layer.",
"D3D12"); "D3D12");
DEFINE_bool(d3d12_break_on_error, false,
"Break on Direct3D 12 validation errors.", "D3D12");
DEFINE_int32(d3d12_adapter, -1, DEFINE_int32(d3d12_adapter, -1,
"Index of the DXGI adapter to use. " "Index of the DXGI adapter to use. "
"-1 for any physical adapter, -2 for WARP software rendering.", "-1 for any physical adapter, -2 for WARP software rendering.",
@ -139,6 +142,19 @@ bool D3D12Provider::Initialize() {
return false; return false;
} }
// Configure the DXGI debug info queue.
if (cvars::d3d12_break_on_error) {
IDXGIInfoQueue* dxgi_info_queue;
if (SUCCEEDED(pfn_dxgi_get_debug_interface1_(
0, IID_PPV_ARGS(&dxgi_info_queue)))) {
dxgi_info_queue->SetBreakOnSeverity(
DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
dxgi_info_queue->SetBreakOnSeverity(
DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
dxgi_info_queue->Release();
}
}
// Enable the debug layer. // Enable the debug layer.
bool debug = cvars::d3d12_debug; bool debug = cvars::d3d12_debug;
if (debug) { if (debug) {
@ -225,6 +241,36 @@ bool D3D12Provider::Initialize() {
} }
adapter->Release(); adapter->Release();
// Configure the Direct3D 12 debug info queue.
ID3D12InfoQueue* d3d12_info_queue;
if (SUCCEEDED(device->QueryInterface(IID_PPV_ARGS(&d3d12_info_queue)))) {
D3D12_MESSAGE_SEVERITY d3d12_info_queue_denied_severities[] = {
D3D12_MESSAGE_SEVERITY_INFO,
};
D3D12_MESSAGE_ID d3d12_info_queue_denied_messages[] = {
// Xbox 360 vertex fetch is explicit in shaders.
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT,
// Render targets and shader exports don't have to match on the Xbox
// 360.
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_PS_OUTPUT_RT_OUTPUT_MISMATCH,
};
D3D12_INFO_QUEUE_FILTER d3d12_info_queue_filter = {};
d3d12_info_queue_filter.DenyList.NumSeverities =
UINT(xe::countof(d3d12_info_queue_denied_severities));
d3d12_info_queue_filter.DenyList.pSeverityList =
d3d12_info_queue_denied_severities;
d3d12_info_queue_filter.DenyList.NumIDs =
UINT(xe::countof(d3d12_info_queue_denied_messages));
d3d12_info_queue_filter.DenyList.pIDList = d3d12_info_queue_denied_messages;
d3d12_info_queue->PushStorageFilter(&d3d12_info_queue_filter);
if (cvars::d3d12_break_on_error) {
d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION,
TRUE);
d3d12_info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
}
d3d12_info_queue->Release();
}
// Create the command queue for graphics. // Create the command queue for graphics.
D3D12_COMMAND_QUEUE_DESC queue_desc; D3D12_COMMAND_QUEUE_DESC queue_desc;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;