xenia-canary/src/xenia/gpu/d3d12/texture_cache.h

642 lines
25 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_TEXTURE_CACHE_H_
#define XENIA_GPU_D3D12_TEXTURE_CACHE_H_
#include <atomic>
#include <unordered_map>
#include "xenia/base/mutex.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/d3d12/shared_memory.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/texture_info.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/d3d12/d3d12_api.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor;
// Manages host copies of guest textures, performing untiling, format and endian
// conversion of textures stored in the shared memory, and also handling
// invalidation.
//
// Mipmaps are treated the following way, according to the GPU hang message
// found in game executables explaining the valid usage of BaseAddress when
// streaming the largest LOD (it says games should not use 0 as the base address
// when the largest LOD isn't loaded, but rather, either allocate a valid
// address for it or make it the same as MipAddress):
// - If the texture has a base address, but no mip address, it's not mipmapped -
// the host texture has only the largest level too.
// - If the texture has different non-zero base address and mip address, a host
// texture with mip_max_level+1 mipmaps is created - mip_min_level is ignored
// and treated purely as sampler state because there are tfetch instructions
// working directly with LOD values - including fetching with an explicit LOD.
// However, the max level is not ignored because any mip count can be
// specified when creating a texture, and another texture may be placed after
// the last one.
// - If the texture has a mip address, but the base address is 0 or the same as
// the mip address, a mipmapped texture is created, but min/max LOD is clamped
// to the lower bound of 1 - the game is expected to do that anyway until the
// largest LOD is loaded.
// TODO(Triang3l): Check if there are any games with BaseAddress==MipAddress
// but min or max LOD being 0, especially check Modern Warfare 2/3.
// TODO(Triang3l): Attach the largest LOD to existing textures with a valid
// MipAddress but no BaseAddress to save memory because textures are streamed
// this way anyway.
class TextureCache {
public:
// Sampler parameters that can be directly converted to a host sampler or used
// for binding hashing.
union SamplerParameters {
struct {
ClampMode clamp_x : 3; // 3
ClampMode clamp_y : 3; // 6
ClampMode clamp_z : 3; // 9
BorderColor border_color : 2; // 11
// For anisotropic, these are true.
uint32_t mag_linear : 1; // 12
uint32_t min_linear : 1; // 13
uint32_t mip_linear : 1; // 14
AnisoFilter aniso_filter : 3; // 17
uint32_t mip_min_level : 4; // 21
uint32_t mip_max_level : 4; // 25
int32_t lod_bias : 10; // 42
};
uint64_t value;
// Clearing the unused bits.
SamplerParameters() : value(0) {}
SamplerParameters(const SamplerParameters& parameters)
: value(parameters.value) {}
SamplerParameters& operator=(const SamplerParameters& parameters) {
value = parameters.value;
return *this;
}
bool operator==(const SamplerParameters& parameters) const {
return value == parameters.value;
}
bool operator!=(const SamplerParameters& parameters) const {
return value != parameters.value;
}
};
TextureCache(D3D12CommandProcessor* command_processor,
RegisterFile* register_file, SharedMemory* shared_memory);
~TextureCache();
bool Initialize(bool edram_rov_used);
void Shutdown();
void ClearCache();
void TextureFetchConstantWritten(uint32_t index);
void BeginFrame();
void EndFrame();
// Must be called within a frame - creates and untiles textures needed by
// shaders and puts them in the SRV state. This may bind compute pipelines
// (notifying the command processor about that), so this must be called before
// binding the actual drawing pipeline.
void RequestTextures(uint32_t used_texture_mask);
// Returns the hash of the current bindings (must be called after
// RequestTextures) for the provided SRV descriptor layout.
uint64_t GetDescriptorHashForActiveTextures(
const D3D12Shader::TextureSRV* texture_srvs,
uint32_t texture_srv_count) const;
void WriteTextureSRV(const D3D12Shader::TextureSRV& texture_srv,
D3D12_CPU_DESCRIPTOR_HANDLE handle);
SamplerParameters GetSamplerParameters(
const D3D12Shader::SamplerBinding& binding) const;
void WriteSampler(SamplerParameters parameters,
D3D12_CPU_DESCRIPTOR_HANDLE handle) const;
void MarkRangeAsResolved(uint32_t start_unscaled, uint32_t length_unscaled);
static inline DXGI_FORMAT GetResolveDXGIFormat(TextureFormat format) {
return host_formats_[uint32_t(format)].dxgi_format_resolve_tile;
}
// The source buffer must be in the non-pixel-shader SRV state.
bool TileResolvedTexture(TextureFormat format, uint32_t texture_base,
uint32_t texture_pitch, uint32_t texture_height,
bool is_3d, uint32_t offset_x, uint32_t offset_y,
uint32_t offset_z, uint32_t resolve_width,
uint32_t resolve_height, Endian128 endian,
ID3D12Resource* buffer, uint32_t buffer_size,
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& footprint,
uint32_t* written_address_out,
uint32_t* written_length_out);
inline bool IsResolutionScale2X() const {
return scaled_resolve_buffer_ != nullptr;
}
ID3D12Resource* GetScaledResolveBuffer() const {
return scaled_resolve_buffer_;
}
// Ensures the buffer tiles backing the range are resident.
bool EnsureScaledResolveBufferResident(uint32_t start_unscaled,
uint32_t length_unscaled);
void UseScaledResolveBufferForReading();
void UseScaledResolveBufferForWriting();
// Can't address more than 512 MB on Nvidia, so an offset is required.
void CreateScaledResolveBufferRawSRV(D3D12_CPU_DESCRIPTOR_HANDLE handle,
uint32_t first_unscaled_4kb_page,
uint32_t unscaled_4kb_page_count);
void CreateScaledResolveBufferRawUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle,
uint32_t first_unscaled_4kb_page,
uint32_t unscaled_4kb_page_count);
// Returns the ID3D12Resource of the front buffer texture (in
// PIXEL_SHADER_RESOURCE state), or nullptr in case of failure, and writes the
// 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:
enum class LoadMode {
k8bpb,
k16bpb,
k32bpb,
k64bpb,
k128bpb,
kR11G11B10ToRGBA16,
kR11G11B10ToRGBA16SNorm,
kR10G11B11ToRGBA16,
kR10G11B11ToRGBA16SNorm,
kDXT1ToRGBA8,
kDXT3ToRGBA8,
kDXT5ToRGBA8,
kDXNToRG8,
kDXT3A,
kDXT3AAs1111,
kDXT5AToR8,
kCTX1,
kDepthUnorm,
kDepthFloat,
kCount,
kUnknown = kCount
};
struct LoadModeInfo {
const void* shader;
size_t shader_size;
// Optional shader for loading 2x-scaled resolve targets.
const void* shader_2x;
size_t shader_2x_size;
};
// Tiling modes for storing textures after resolving - needed only for the
// formats that can be resolved to.
enum class ResolveTileMode {
k8bpp,
k16bpp,
k32bpp,
k64bpp,
k128bpp,
// B5G5R5A1 and B4G4R4A4 are optional in DXGI for render targets, and aren't
// supported on Nvidia.
k16bppRGBA,
kR11G11B10AsRGBA16,
kR10G11B11AsRGBA16,
kCount,
kUnknown = kCount
};
struct ResolveTileModeInfo {
const void* shader;
size_t shader_size;
// DXGI_FORMAT_UNKNOWN for ByteAddressBuffer (usable only for textures with
// texels that are 32-bit or larger).
DXGI_FORMAT typed_uav_format;
// For typed UAVs, log2 of the number of bytes in each UAV texel.
uint32_t uav_texel_size_log2;
};
struct HostFormat {
// Format info for the regular case.
// DXGI format (typeless when different signedness or number representation
// is used) for the texture resource.
DXGI_FORMAT dxgi_format_resource;
// DXGI format for unsigned normalized or unsigned/signed float SRV.
DXGI_FORMAT dxgi_format_unorm;
// The regular load mode, used when special modes (like signed-specific or
// decompressing) aren't needed.
LoadMode load_mode;
// DXGI format for signed normalized or unsigned/signed float SRV.
DXGI_FORMAT dxgi_format_snorm;
// If the signed version needs a different bit representation on the host,
// this is the load mode for the signed version. Otherwise the regular
// load_mode will be used for the signed version, and a single copy will be
// created if both unsigned and signed are used.
LoadMode load_mode_snorm;
// Do NOT add integer DXGI formats to this - they are not filterable, can
// only be read with Load, not Sample! If any game is seen using num_format
// 1 for fixed-point formats (for floating-point, it's normally set to 1
// though), add a constant buffer containing multipliers for the
// textures and multiplication to the tfetch implementation.
// Uncompression info for when the regular host format for this texture is
// block-compressed, but the size is not block-aligned, and thus such
// texture cannot be created in Direct3D on PC and needs decompression,
// however, such textures are common, for instance, in Halo 3. This only
// supports unsigned normalized formats - let's hope GPUSIGN_SIGNED was not
// used for DXN and DXT5A.
DXGI_FORMAT dxgi_format_uncompressed;
LoadMode decompress_mode;
// For writing textures after resolving render targets. The format itself
// must be renderable, because resolving is done by drawing a quad into a
// texture of this format.
DXGI_FORMAT dxgi_format_resolve_tile;
ResolveTileMode resolve_tile_mode;
// Mapping of Xenos swizzle components to DXGI format components.
uint8_t swizzle[4];
};
union TextureKey {
struct {
// Physical 4 KB page with the base mip level, disregarding A/C/E address
// range prefix.
uint32_t base_page : 17; // 17 total
Dimension dimension : 2; // 19
uint32_t width : 13; // 32
uint32_t height : 13; // 45
uint32_t tiled : 1; // 46
uint32_t packed_mips : 1; // 47
// Physical 4 KB page with mip 1 and smaller.
uint32_t mip_page : 17; // 64
// Layers for stacked and 3D, 6 for cube, 1 for other dimensions.
uint32_t depth : 10; // 74
uint32_t mip_max_level : 4; // 78
TextureFormat format : 6; // 84
Endian endianness : 2; // 86
// Whether this texture is signed and has a different host representation
// than an unsigned view of the same guest texture.
uint32_t signed_separate : 1; // 87
// Whether this texture is a 2x-scaled resolve target.
uint32_t scaled_resolve : 1; // 88
};
struct {
// The key used for unordered_multimap lookup. Single uint32_t instead of
// a uint64_t so XXH hash can be calculated in a stable way due to no
// padding.
uint32_t map_key[2];
// The key used to identify one texture within unordered_multimap buckets.
uint32_t bucket_key;
};
TextureKey() { MakeInvalid(); }
TextureKey(const TextureKey& key) {
SetMapKey(key.GetMapKey());
bucket_key = key.bucket_key;
}
TextureKey& operator=(const TextureKey& key) {
SetMapKey(key.GetMapKey());
bucket_key = key.bucket_key;
return *this;
}
bool operator==(const TextureKey& key) const {
return GetMapKey() == key.GetMapKey() && bucket_key == key.bucket_key;
}
bool operator!=(const TextureKey& key) const {
return GetMapKey() != key.GetMapKey() || bucket_key != key.bucket_key;
}
inline uint64_t GetMapKey() const {
return uint64_t(map_key[0]) | (uint64_t(map_key[1]) << 32);
}
inline void SetMapKey(uint64_t key) {
map_key[0] = uint32_t(key);
map_key[1] = uint32_t(key >> 32);
}
inline bool IsInvalid() const {
// Zero base and zero width is enough for a binding to be invalid.
return map_key[0] == 0;
}
inline void MakeInvalid() {
// Reset all for a stable hash.
SetMapKey(0);
bucket_key = 0;
}
};
struct Texture {
TextureKey key;
ID3D12Resource* resource;
uint64_t resource_size;
D3D12_RESOURCE_STATES state;
uint64_t last_usage_frame;
uint64_t last_usage_time;
Texture* used_previous;
Texture* used_next;
// Byte size of the top guest mip level.
uint32_t base_size;
// Byte size of mips between 1 and key.mip_max_level, containing all array
// slices.
uint32_t mip_size;
// Offsets of all the array slices on a mip level relative to mips_address
// (0 for mip 0, it's relative to base_address then, and for mip 1).
uint32_t mip_offsets[14];
// Byte sizes of an array slice on each mip level.
uint32_t slice_sizes[14];
// Row pitches on each mip level (for linear layout mainly).
uint32_t pitches[14];
// SRV descriptor from the cache, for the first swizzle the texture was used
// with (which is usually determined by the format, such as RGBA or BGRA).
// If swizzle is kCachedSRVDescriptorSwizzleMissing, the cached descriptor
// doesn't exist yet (there are no invalid D3D descriptor handle values).
D3D12_CPU_DESCRIPTOR_HANDLE cached_srv_descriptor;
static constexpr uint32_t kCachedSRVDescriptorSwizzleMissing = UINT32_MAX;
uint32_t cached_srv_descriptor_swizzle;
// These are to be accessed within the global critical region to synchronize
// with shared memory.
// Watch handles for the memory ranges.
SharedMemory::WatchHandle base_watch_handle;
SharedMemory::WatchHandle mip_watch_handle;
// Whether the recent base level data has been loaded from the memory.
bool base_in_sync;
// Whether the recent mip data has been loaded from the memory.
bool mips_in_sync;
};
struct SRVDescriptorCachePage {
static constexpr uint32_t kHeapSize = 65536;
ID3D12DescriptorHeap* heap;
D3D12_CPU_DESCRIPTOR_HANDLE heap_start;
uint32_t current_usage;
};
struct LoadConstants {
// vec4 0.
uint32_t guest_base;
// For linear textures - row byte pitch.
uint32_t guest_pitch;
uint32_t host_base;
uint32_t host_pitch;
// vec4 1.
uint32_t size_texels[3];
uint32_t is_3d;
// vec4 2.
uint32_t size_blocks[3];
uint32_t endianness;
// vec4 3.
// Block-aligned and, for mipmaps, power-of-two-aligned width and height.
uint32_t guest_storage_width_height[2];
uint32_t guest_format;
uint32_t padding_3;
// vec4 4.
// Offset within the packed mip for small mips.
uint32_t guest_mip_offset[3];
static constexpr uint32_t kGuestPitchTiled = UINT32_MAX;
};
struct ResolveTileConstants {
// Either from the start of the shared memory or from the start of the typed
// UAV, in bytes (even for typed UAVs, so XeTextureTiledOffset2D is easier
// to use).
uint32_t guest_base;
// 0:2 - endianness (up to Xin128).
// 3:8 - guest format (primarily for 16-bit textures).
// 10:18 - align(guest texture pitch, 32) / 32.
// 19:27 - align(guest texture height, 32) / 32 for 3D, 0 for 2D.
uint32_t info;
// Origin of the written data in the destination texture (for anything
// bigger, adjust the base address with 32x32x8 granularity).
// 0:4 - X & 31.
// 5:9 - Y & 31.
// 10:12 - Z & 7.
uint32_t offset;
// Size to copy, texels with index bigger than this won't be written.
// Width in the lower 16 bits, height in the upper.
uint32_t size;
// Byte offset to the first texel from the beginning of the source buffer.
uint32_t host_base;
// Row pitch of the source buffer.
uint32_t host_pitch;
};
struct TextureBinding {
TextureKey key;
uint32_t swizzle;
// Whether the fetch has unsigned/biased/gamma components.
bool has_unsigned;
// Whether the fetch has signed components.
bool has_signed;
// Unsigned version of the texture (or signed if they have the same data).
Texture* texture;
// Signed version of the texture if the data in the signed version is
// different on the host.
Texture* texture_signed;
};
// Whether the signed version of the texture has a different representation on
// the host than its unsigned version (for example, if it's a fixed-point
// texture emulated with a larger host pixel format).
static inline bool IsSignedVersionSeparate(TextureFormat format) {
const HostFormat& host_format = host_formats_[uint32_t(format)];
return host_format.load_mode_snorm != LoadMode::kUnknown &&
host_format.load_mode_snorm != host_format.load_mode;
}
// Whether decompression is needed on the host (Direct3D only allows creation
// of block-compressed textures with 4x4-aligned dimensions on PC).
static bool IsDecompressionNeeded(TextureFormat format, uint32_t width,
uint32_t height);
static inline DXGI_FORMAT GetDXGIResourceFormat(TextureFormat format,
uint32_t width,
uint32_t height) {
const HostFormat& host_format = host_formats_[uint32_t(format)];
return IsDecompressionNeeded(format, width, height)
? host_format.dxgi_format_uncompressed
: host_format.dxgi_format_resource;
}
static inline DXGI_FORMAT GetDXGIResourceFormat(TextureKey key) {
return GetDXGIResourceFormat(key.format, key.width, key.height);
}
static inline DXGI_FORMAT GetDXGIUnormFormat(TextureFormat format,
uint32_t width,
uint32_t height) {
const HostFormat& host_format = host_formats_[uint32_t(format)];
return IsDecompressionNeeded(format, width, height)
? host_format.dxgi_format_uncompressed
: host_format.dxgi_format_unorm;
}
static inline DXGI_FORMAT GetDXGIUnormFormat(TextureKey key) {
return GetDXGIUnormFormat(key.format, key.width, key.height);
}
static LoadMode GetLoadMode(TextureKey key);
// Converts a texture fetch constant to a texture key, normalizing and
// validating the values, or creating an invalid key, and also gets the
// swizzle and used signedness.
static void BindingInfoFromFetchConstant(
const xenos::xe_gpu_texture_fetch_t& fetch, TextureKey& key_out,
uint32_t* swizzle_out, bool* has_unsigned_out, bool* has_signed_out);
static void LogTextureKeyAction(TextureKey key, const char* action);
static void LogTextureAction(const Texture* texture, const char* action);
// Returns nullptr if the key is not supported, but also if couldn't create
// the texture - if it's nullptr, occasionally a recreation attempt should be
// made.
Texture* FindOrCreateTexture(TextureKey key);
// Writes data from the shared memory to the texture. This binds pipelines,
// allocates descriptors and copies!
bool LoadTextureData(Texture* texture);
// For LRU caching - updates the last usage frame and moves the texture to
// the end of the usage queue. Must be called any time the texture is
// referenced by any command list to make sure it's not destroyed while still
// in use.
void MarkTextureUsed(Texture* texture);
// Shared memory callback for texture data invalidation.
static void WatchCallbackThunk(void* context, void* data, uint64_t argument,
bool invalidated_by_gpu);
void WatchCallback(Texture* texture, bool is_mip);
// Makes all bindings invalid. Also requesting textures after calling this
// will cause another attempt to create a texture or to untile it if there was
// an error.
void ClearBindings();
// Checks if there are any pages that contain scaled resolve data within the
// range.
bool IsRangeScaledResolved(uint32_t start_unscaled, uint32_t length_unscaled);
// Global shared memory invalidation callback for invalidating scaled resolved
// texture data.
static void ScaledResolveGlobalWatchCallbackThunk(void* context,
uint32_t address_first,
uint32_t address_last,
bool invalidated_by_gpu);
void ScaledResolveGlobalWatchCallback(uint32_t address_first,
uint32_t address_last,
bool invalidated_by_gpu);
static const HostFormat host_formats_[64];
static const char* const dimension_names_[4];
D3D12CommandProcessor* command_processor_;
RegisterFile* register_file_;
SharedMemory* shared_memory_;
static const LoadModeInfo load_mode_info_[];
ID3D12RootSignature* load_root_signature_ = nullptr;
ID3D12PipelineState* load_pipelines_[size_t(LoadMode::kCount)] = {};
// Load pipelines for 2x-scaled resolved targets.
ID3D12PipelineState* load_pipelines_2x_[size_t(LoadMode::kCount)] = {};
static const ResolveTileModeInfo resolve_tile_mode_info_[];
ID3D12RootSignature* resolve_tile_root_signature_ = nullptr;
ID3D12PipelineState*
resolve_tile_pipelines_[size_t(ResolveTileMode::kCount)] = {};
std::unordered_multimap<uint64_t, Texture*> textures_;
uint64_t textures_total_size_ = 0;
Texture* texture_used_first_ = nullptr;
Texture* texture_used_last_ = nullptr;
uint64_t texture_current_usage_time_;
std::vector<SRVDescriptorCachePage> srv_descriptor_cache_;
// Cached descriptors used by deleted textures, for reuse.
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> srv_descriptor_cache_free_;
enum class NullSRVDescriptorIndex {
k2DArray,
k3D,
kCube,
kCount,
};
// Contains null SRV descriptors of dimensions from NullSRVDescriptorIndex.
// For copying, not shader-visible.
ID3D12DescriptorHeap* null_srv_descriptor_heap_ = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE null_srv_descriptor_heap_start_;
TextureBinding texture_bindings_[32] = {};
// Bit vector with bits reset on fetch constant writes to avoid getting
// texture keys from the fetch constants again and again.
uint32_t texture_keys_in_sync_ = 0;
// Whether a texture has been invalidated (a watch has been triggered), so
// need to try to reload textures, disregarding whether fetch constants have
// been changed.
std::atomic<bool> texture_invalidated_ = false;
// Unsupported texture formats used during this frame (for research and
// testing).
enum : uint8_t {
kUnsupportedResourceBit = 1,
kUnsupportedUnormBit = kUnsupportedResourceBit << 1,
kUnsupportedSnormBit = kUnsupportedUnormBit << 1,
};
uint8_t unsupported_format_features_used_[64];
// The 2 GB tiled buffer for resolved data with 2x resolution scale.
static constexpr uint32_t kScaledResolveBufferSizeLog2 = 31;
static constexpr uint32_t kScaledResolveBufferSize =
1u << kScaledResolveBufferSizeLog2;
ID3D12Resource* scaled_resolve_buffer_ = nullptr;
D3D12_RESOURCE_STATES scaled_resolve_buffer_state_ =
D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
// Not very big heaps (16 MB) because they are needed pretty sparsely. One
// scaled 1280x720x32bpp texture is slighly bigger than 14 MB.
static constexpr uint32_t kScaledResolveHeapSizeLog2 = 24;
static constexpr uint32_t kScaledResolveHeapSize =
1 << kScaledResolveHeapSizeLog2;
static_assert(
(kScaledResolveHeapSize % D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES) == 0,
"Scaled resolve heap size must be a multiple of Direct3D tile size");
// Resident portions of the tiled buffer.
ID3D12Heap* scaled_resolve_heaps_[kScaledResolveBufferSize >>
kScaledResolveHeapSizeLog2] = {};
// Number of currently resident portions of the tiled buffer, for profiling.
uint32_t scaled_resolve_heap_count_ = 0;
// Global watch for scaled resolve data invalidation.
SharedMemory::GlobalWatchHandle scaled_resolve_global_watch_handle_ = nullptr;
xe::global_critical_region global_critical_region_;
// Bit vector storing whether each 4 KB physical memory page contains scaled
// resolve data. uint32_t rather than uint64_t because parts of it are sent to
// shaders.
uint32_t* scaled_resolve_pages_ = nullptr;
// Second level of the bit vector for faster rejection of non-scaled textures.
uint64_t scaled_resolve_pages_l2_[(512 << 20) >> (12 + 5 + 6)];
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_TEXTURE_CACHE_H_