RenderCache::dirty() - used to tell if we need to begin a new pass
Round all pixel pitch/heights up before dividing.
This commit is contained in:
parent
181b2af5a4
commit
0e41774e36
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@ -39,7 +39,7 @@ VkFormat ColorRenderTargetFormatToVkFormat(ColorRenderTargetFormat format) {
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case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_unknown:
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case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_unknown:
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// WARNING: this is wrong, most likely - no float form in vulkan?
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// WARNING: this is wrong, most likely - no float form in vulkan?
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XELOGW("Unsupported EDRAM format k_2_10_10_10_FLOAT used");
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XELOGW("Unsupported EDRAM format k_2_10_10_10_FLOAT used");
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return VK_FORMAT_A2R10G10B10_SSCALED_PACK32;
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return VK_FORMAT_A2R10G10B10_UNORM_PACK32;
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case ColorRenderTargetFormat::k_16_16:
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case ColorRenderTargetFormat::k_16_16:
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return VK_FORMAT_R16G16_UNORM;
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return VK_FORMAT_R16G16_UNORM;
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case ColorRenderTargetFormat::k_16_16_16_16:
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case ColorRenderTargetFormat::k_16_16_16_16:
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@ -451,10 +451,7 @@ RenderCache::RenderCache(RegisterFile* register_file,
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CheckResult(status, "vkBindBufferMemory");
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CheckResult(status, "vkBindBufferMemory");
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if (status == VK_SUCCESS) {
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if (status == VK_SUCCESS) {
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status = vkBindBufferMemory(*device_, edram_buffer_, edram_memory_, 0);
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// For debugging, upload a grid into the EDRAM buffer.
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CheckResult(status, "vkBindBufferMemory");
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// Upload a grid into the EDRAM buffer.
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uint32_t* gpu_data = nullptr;
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uint32_t* gpu_data = nullptr;
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status = vkMapMemory(*device_, edram_memory_, 0, buffer_requirements.size,
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status = vkMapMemory(*device_, edram_memory_, 0, buffer_requirements.size,
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0, reinterpret_cast<void**>(&gpu_data));
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0, reinterpret_cast<void**>(&gpu_data));
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@ -490,6 +487,25 @@ RenderCache::~RenderCache() {
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vkFreeMemory(*device_, edram_memory_, nullptr);
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vkFreeMemory(*device_, edram_memory_, nullptr);
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}
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}
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bool RenderCache::dirty() const {
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auto& regs = *register_file_;
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auto& cur_regs = shadow_registers_;
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bool dirty = false;
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dirty |= cur_regs.rb_modecontrol != regs[XE_GPU_REG_RB_MODECONTROL].u32;
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dirty |= cur_regs.rb_surface_info != regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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dirty |= cur_regs.rb_color_info != regs[XE_GPU_REG_RB_COLOR_INFO].u32;
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dirty |= cur_regs.rb_color1_info != regs[XE_GPU_REG_RB_COLOR1_INFO].u32;
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dirty |= cur_regs.rb_color2_info != regs[XE_GPU_REG_RB_COLOR2_INFO].u32;
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dirty |= cur_regs.rb_color3_info != regs[XE_GPU_REG_RB_COLOR3_INFO].u32;
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dirty |= cur_regs.rb_depth_info != regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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dirty |= cur_regs.pa_sc_window_scissor_tl !=
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regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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dirty |= cur_regs.pa_sc_window_scissor_br !=
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regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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return dirty;
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}
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const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
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VulkanShader* vertex_shader,
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VulkanShader* vertex_shader,
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VulkanShader* pixel_shader) {
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VulkanShader* pixel_shader) {
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@ -739,8 +755,8 @@ bool RenderCache::ConfigureRenderPass(VkCommandBuffer command_buffer,
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for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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TileViewKey color_key;
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TileViewKey color_key;
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color_key.tile_offset = config->color[i].edram_base;
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color_key.tile_offset = config->color[i].edram_base;
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color_key.tile_width = config->surface_pitch_px / 80;
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color_key.tile_width = xe::round_up(config->surface_pitch_px, 80) / 80;
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color_key.tile_height = config->surface_height_px / 16;
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color_key.tile_height = xe::round_up(config->surface_height_px, 16) / 16;
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color_key.color_or_depth = 1;
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color_key.color_or_depth = 1;
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color_key.edram_format = static_cast<uint16_t>(config->color[i].format);
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color_key.edram_format = static_cast<uint16_t>(config->color[i].format);
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target_color_attachments[i] =
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target_color_attachments[i] =
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@ -753,8 +769,10 @@ bool RenderCache::ConfigureRenderPass(VkCommandBuffer command_buffer,
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TileViewKey depth_stencil_key;
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TileViewKey depth_stencil_key;
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depth_stencil_key.tile_offset = config->depth_stencil.edram_base;
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depth_stencil_key.tile_offset = config->depth_stencil.edram_base;
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depth_stencil_key.tile_width = config->surface_pitch_px / 80;
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depth_stencil_key.tile_width =
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depth_stencil_key.tile_height = config->surface_height_px / 16;
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xe::round_up(config->surface_pitch_px, 80) / 80;
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depth_stencil_key.tile_height =
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xe::round_up(config->surface_height_px, 16) / 16;
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depth_stencil_key.color_or_depth = 0;
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depth_stencil_key.color_or_depth = 0;
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depth_stencil_key.edram_format =
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depth_stencil_key.edram_format =
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static_cast<uint16_t>(config->depth_stencil.format);
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static_cast<uint16_t>(config->depth_stencil.format);
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@ -960,6 +978,7 @@ void RenderCache::BlitToImage(VkCommandBuffer command_buffer,
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&buffer_barrier, 0, nullptr);
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&buffer_barrier, 0, nullptr);
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// Update the tile view with current EDRAM contents.
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// Update the tile view with current EDRAM contents.
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// TODO: Heuristics to determine if this copy is avoidable.
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VkBufferImageCopy buffer_copy;
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VkBufferImageCopy buffer_copy;
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buffer_copy.bufferOffset = edram_base * 5120;
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buffer_copy.bufferOffset = edram_base * 5120;
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buffer_copy.bufferImageHeight = 0;
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buffer_copy.bufferImageHeight = 0;
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@ -980,8 +999,6 @@ void RenderCache::BlitToImage(VkCommandBuffer command_buffer,
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image_barrier.pNext = nullptr;
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image_barrier.pNext = nullptr;
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image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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if (image_layout != VK_IMAGE_LAYOUT_GENERAL &&
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image_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
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image_barrier.srcAccessMask = 0;
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image_barrier.srcAccessMask = 0;
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image_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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image_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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image_barrier.oldLayout = image_layout;
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image_barrier.oldLayout = image_layout;
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@ -989,20 +1006,19 @@ void RenderCache::BlitToImage(VkCommandBuffer command_buffer,
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image_barrier.image = image;
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image_barrier.image = image;
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image_barrier.subresourceRange = {0, 0, 1, 0, 1};
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image_barrier.subresourceRange = {0, 0, 1, 0, 1};
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image_barrier.subresourceRange.aspectMask =
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image_barrier.subresourceRange.aspectMask =
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color_or_depth
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT
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? VK_IMAGE_ASPECT_COLOR_BIT
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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nullptr, 1, &image_barrier);
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nullptr, 1, &image_barrier);
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}
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// If we overflow we'll lose the device here.
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// If we overflow we'll lose the device here.
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assert_true(extents.width <= key.tile_width * 80u);
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assert_true(extents.width <= key.tile_width * 80u);
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assert_true(extents.height <= key.tile_height * 16u);
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assert_true(extents.height <= key.tile_height * 16u);
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// Now issue the blit to the destination.
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// Now issue the blit to the destination.
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// TODO: Resolve to destination if necessary.
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VkImageBlit image_blit;
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VkImageBlit image_blit;
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image_blit.srcSubresource = {0, 0, 0, 1};
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image_blit.srcSubresource = {0, 0, 0, 1};
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image_blit.srcSubresource.aspectMask =
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image_blit.srcSubresource.aspectMask =
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@ -1024,22 +1040,22 @@ void RenderCache::BlitToImage(VkCommandBuffer command_buffer,
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image, image_layout, 1, &image_blit, filter);
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image, image_layout, 1, &image_blit, filter);
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// Transition the image back into its previous layout.
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// Transition the image back into its previous layout.
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if (image_layout != VK_IMAGE_LAYOUT_GENERAL &&
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image_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
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image_barrier.srcAccessMask = image_barrier.dstAccessMask;
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image_barrier.srcAccessMask = image_barrier.dstAccessMask;
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image_barrier.dstAccessMask = 0;
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image_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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std::swap(image_barrier.oldLayout, image_barrier.newLayout);
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std::swap(image_barrier.oldLayout, image_barrier.newLayout);
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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nullptr, 1, &image_barrier);
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nullptr, 1, &image_barrier);
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}
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}
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}
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void RenderCache::ClearEDRAMColor(VkCommandBuffer command_buffer,
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void RenderCache::ClearEDRAMColor(VkCommandBuffer command_buffer,
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uint32_t edram_base,
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uint32_t edram_base,
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ColorRenderTargetFormat format,
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ColorRenderTargetFormat format,
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uint32_t pitch, uint32_t height,
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uint32_t pitch, uint32_t height,
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float* color) {
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float* color) {
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// TODO: For formats <= 4 bpp, we can directly fill the EDRAM buffer. Just
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// need to detect this and calculate a value.
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// Grab a tile view (as we need to clear an image first)
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// Grab a tile view (as we need to clear an image first)
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TileViewKey key;
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TileViewKey key;
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key.color_or_depth = 1;
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key.color_or_depth = 1;
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DepthRenderTargetFormat format,
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DepthRenderTargetFormat format,
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uint32_t pitch, uint32_t height,
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uint32_t pitch, uint32_t height,
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float depth, uint32_t stencil) {
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float depth, uint32_t stencil) {
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// TODO: For formats <= 4 bpp, we can directly fill the EDRAM buffer. Just
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// need to detect this and calculate a value.
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// Grab a tile view (as we need to clear an image first)
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// Grab a tile view (as we need to clear an image first)
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TileViewKey key;
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TileViewKey key;
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key.color_or_depth = 0;
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key.color_or_depth = 0;
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@ -37,8 +37,10 @@ struct TileViewKey {
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uint16_t tile_height;
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uint16_t tile_height;
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// 1 if format is ColorRenderTargetFormat, else DepthRenderTargetFormat.
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// 1 if format is ColorRenderTargetFormat, else DepthRenderTargetFormat.
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uint16_t color_or_depth : 1;
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uint16_t color_or_depth : 1;
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// Surface MSAA samples
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// uint16_t msaa_samples : 2;
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// Either ColorRenderTargetFormat or DepthRenderTargetFormat.
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// Either ColorRenderTargetFormat or DepthRenderTargetFormat.
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uint16_t edram_format : 15;
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uint16_t edram_format : 15; // 13;
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};
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};
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static_assert(sizeof(TileViewKey) == 8, "Key must be tightly packed");
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static_assert(sizeof(TileViewKey) == 8, "Key must be tightly packed");
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@ -249,6 +251,10 @@ class RenderCache {
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RenderCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device);
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RenderCache(RegisterFile* register_file, ui::vulkan::VulkanDevice* device);
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~RenderCache();
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~RenderCache();
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// Call this to determine if you should start a new render pass or continue
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// with an already open pass.
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bool dirty() const;
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// Begins a render pass targeting the state-specified framebuffer formats.
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// Begins a render pass targeting the state-specified framebuffer formats.
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// The command buffer will be transitioned into the render pass phase.
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// The command buffer will be transitioned into the render pass phase.
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const RenderState* BeginRenderPass(VkCommandBuffer command_buffer,
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const RenderState* BeginRenderPass(VkCommandBuffer command_buffer,
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@ -263,23 +269,27 @@ class RenderCache {
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void ClearCache();
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void ClearCache();
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// Queues commands to copy EDRAM contents into an image.
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// Queues commands to copy EDRAM contents into an image.
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// The command buffer must not be inside of a render pass when calling this.
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void RawCopyToImage(VkCommandBuffer command_buffer, uint32_t edram_base,
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void RawCopyToImage(VkCommandBuffer command_buffer, uint32_t edram_base,
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VkImage image, VkImageLayout image_layout,
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VkImage image, VkImageLayout image_layout,
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bool color_or_depth, VkOffset3D offset,
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bool color_or_depth, VkOffset3D offset,
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VkExtent3D extents);
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VkExtent3D extents);
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// Queues commands to blit EDRAM contents into an image.
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// Queues commands to blit EDRAM contents into an image.
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// The command buffer must not be inside of a render pass when calling this.
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void BlitToImage(VkCommandBuffer command_buffer, uint32_t edram_base,
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void BlitToImage(VkCommandBuffer command_buffer, uint32_t edram_base,
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uint32_t pitch, uint32_t height, VkImage image,
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uint32_t pitch, uint32_t height, VkImage image,
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VkImageLayout image_layout, bool color_or_depth,
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VkImageLayout image_layout, bool color_or_depth,
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uint32_t format, VkFilter filter, VkOffset3D offset,
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uint32_t format, VkFilter filter, VkOffset3D offset,
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VkExtent3D extents);
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VkExtent3D extents);
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// Queues commands to clear EDRAM contents with a solid color
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// Queues commands to clear EDRAM contents with a solid color.
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// The command buffer must not be inside of a render pass when calling this.
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void ClearEDRAMColor(VkCommandBuffer command_buffer, uint32_t edram_base,
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void ClearEDRAMColor(VkCommandBuffer command_buffer, uint32_t edram_base,
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ColorRenderTargetFormat format, uint32_t pitch,
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ColorRenderTargetFormat format, uint32_t pitch,
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uint32_t height, float* color);
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uint32_t height, float* color);
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// Queues commands to clear EDRAM contents with depth/stencil values.
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// Queues commands to clear EDRAM contents with depth/stencil values.
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// The command buffer must not be inside of a render pass when calling this.
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void ClearEDRAMDepthStencil(VkCommandBuffer command_buffer,
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void ClearEDRAMDepthStencil(VkCommandBuffer command_buffer,
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uint32_t edram_base,
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uint32_t edram_base,
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DepthRenderTargetFormat format, uint32_t pitch,
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DepthRenderTargetFormat format, uint32_t pitch,
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@ -307,7 +317,7 @@ class RenderCache {
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RegisterFile* register_file_ = nullptr;
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RegisterFile* register_file_ = nullptr;
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ui::vulkan::VulkanDevice* device_ = nullptr;
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ui::vulkan::VulkanDevice* device_ = nullptr;
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// Entire 10MiB of EDRAM, aliased to hell by various VkImages.
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// Entire 10MiB of EDRAM.
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VkDeviceMemory edram_memory_ = nullptr;
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VkDeviceMemory edram_memory_ = nullptr;
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// Buffer overlayed 1:1 with edram_memory_ to allow raw access.
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// Buffer overlayed 1:1 with edram_memory_ to allow raw access.
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VkBuffer edram_buffer_ = nullptr;
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VkBuffer edram_buffer_ = nullptr;
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