xenia-canary/docs/gpu.md

5.4 KiB

GPU Documentation

The Xenos Chip

The Xenos is a graphics chip designed by AMD based off of the R5xx architecture.

Command Processing

The Xenos runs commands supplied to it directly by the DirectX bare-bones driver via a ringbuffer located in system memory.

The bulk of the command processing code is located at src/xenia/gpu/command_processor.cc

EDRAM

The Xenos uses special high-speed memory located on the same die as the chip to store framebuffers/render targets.

TODO: More documentation

Options

General

See the top of src/xenia/gpu/gpu_flags.cc.

--vsync=false will attempt to render the game as fast as possible instead of waiting for a fixed 60hz timer.

Vulkan

See the top of src/xenia/gpu/vulkan/vulkan_gpu_flags.cc.

vulkan_dump_disasm=true "Dump shader disassembly. NVIDIA only supported."

Tools

Shaders

Shader Dumps

Adding --dump_shaders=path/ will write all translated shaders to the given path with names based on input hash (so they'll be stable across runs). Binaries containing the original microcode will be placed side-by-side with the dumped output to make it easy to pipe to xe-gpu-shader-compiler.

xe-gpu-shader-compiler

A standalone shader compiler exists to allow for quick shader translation testing. You can pass a binary ucode shader in and get either disassembled ucode or translated source out. This is best used through the Shader Playground tool.

  xe-gpu-shader-compiler \
      --shader_input=input_file.bin.vs (or .fs)
      --shader_output=output_file.txt
      --shader_output_type=ucode (or spirvtext)

Shader Playground

Built separately (for now) under tools/shader-playground/ is a GUI for interactive shader assembly, disassembly, validation, and translation.

Shader Playground Screenshot

Entering shader microcode on the left will invoke the XNA Game Studio D3D compiler to translate the ucode to binary. The D3D compiler is then used to disassemble the binary and display the optimized form. If xe-gpu-shader-compiler has been built the ucode will be passed to that for disassembly and that will then be passed through D3D compiler. If the output of D3D compiler on the xenia disassembly doesn't match the original D3D compiler output the box will turn red, indicating that the disassembly is broken. Finally, the right most box will show the translated shader in the desired format.

For more information and setup instructions see tools/shader-playground/README.md.

xe-gpu-trace-viewer

To quickly iterate on graphical issues, xenia can dump frames (or sequences of frames) while running that can be opened and inspected in a separate app.

The basic workflow is:

  1. Capture the frame in game (using F4) or a stream of frames.
  2. Add the file path to the xe-gpu-trace-viewer Debugging command line in Visual Studio.
  3. Launch xe-gpu-trace-viewer.
  4. Poke around, find issues, etc.
  5. Modify code.
  6. Build and relaunch.
  7. Goto 4.

Capturing Frames

First, specify a path to capture traces to with --trace_gpu_prefix=path/file_prefix_. All files will have a randomish name based on that.

When running xenia.exe you can hit F4 at any time to capture the next frame the game tries to draw (up until a VdSwap call). The file can be used immediately.

Capturing Sequences

Passing --trace_gpu_stream will write all frames rendered to a file, allowing you to seek through them in the trace viewer. These files will get large.

References

Command Buffer/Registers

Registers documented at src/xenia/gpu/register_table.inc.

PM4 commands documented at src/xenia/gpu/xenos.h.

Performance Counters that may be read back by D3D

They are 64-bit values and have a high and low 32-bit register as well as a SELECT register each:

  • CP_PERFCOUNTER0

  • RBBM_PERFCOUNTER0

  • RBBM_PERFCOUNTER1

  • SQ_PERFCOUNTER0

  • SQ_PERFCOUNTER1

  • SQ_PERFCOUNTER2

  • SQ_PERFCOUNTER3

  • VGT_PERFCOUNTER0

  • VGT_PERFCOUNTER1

  • VGT_PERFCOUNTER2

  • VGT_PERFCOUNTER3

  • VC_PERFCOUNTER0

  • VC_PERFCOUNTER1

  • VC_PERFCOUNTER2

  • VC_PERFCOUNTER3

  • PA_SU_PERFCOUNTER0

  • PA_SU_PERFCOUNTER1

  • PA_SU_PERFCOUNTER2

  • PA_SU_PERFCOUNTER3

  • PA_SC_PERFCOUNTER0

  • PA_SC_PERFCOUNTER1

  • PA_SC_PERFCOUNTER2

  • PA_SC_PERFCOUNTER3

  • HZ_PERFCOUNTER0

  • HZ_PERFCOUNTER1

  • TCR_PERFCOUNTER0

  • TCR_PERFCOUNTER1

  • TCM_PERFCOUNTER0

  • TCM_PERFCOUNTER1

  • TCF_PERFCOUNTER0

  • TCF_PERFCOUNTER1

  • TCF_PERFCOUNTER2

  • TCF_PERFCOUNTER3

  • TCF_PERFCOUNTER4

  • TCF_PERFCOUNTER5

  • TCF_PERFCOUNTER6

  • TCF_PERFCOUNTER7

  • TCF_PERFCOUNTER8

  • TCF_PERFCOUNTER9

  • TCF_PERFCOUNTER10

  • TCF_PERFCOUNTER11

  • TP0_PERFCOUNTER0

  • TP0_PERFCOUNTER1

  • TP1_PERFCOUNTER0

  • TP1_PERFCOUNTER1

  • TP2_PERFCOUNTER0

  • TP2_PERFCOUNTER1

  • TP3_PERFCOUNTER0

  • TP3_PERFCOUNTER1

  • SX_PERFCOUNTER0

  • BC_PERFCOUNTER0

  • BC_PERFCOUNTER1

  • BC_PERFCOUNTER2

  • BC_PERFCOUNTER3

  • MC0_PERFCOUNTER0

  • MC1_PERFCOUNTER0

  • MH_PERFCOUNTER0

  • MH_PERFCOUNTER1

  • MH_PERFCOUNTER2

  • BIF_PERFCOUNTER0

Shaders