[D3D12] Don't create SRVs if textures not changed
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@ -1166,9 +1166,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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}
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// Update the textures - this may bind pipelines.
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uint64_t new_texture_bindings_hash_vertex, new_texture_bindings_hash_pixel;
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texture_cache_->RequestTextures(
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vertex_shader->GetUsedTextureMask(),
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pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0);
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pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0,
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new_texture_bindings_hash_vertex, new_texture_bindings_hash_pixel);
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// Update viewport, scissor, blend factor and stencil reference.
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UpdateFixedFunctionState(command_list);
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@ -1185,8 +1187,9 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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pipeline_render_targets);
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// Update constant buffers, descriptors and root parameters.
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if (!UpdateBindings(command_list, vertex_shader, pixel_shader,
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root_signature)) {
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if (!UpdateBindings(command_list, vertex_shader, pixel_shader, root_signature,
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new_texture_bindings_hash_vertex,
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new_texture_bindings_hash_pixel)) {
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return false;
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}
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@ -1335,6 +1338,8 @@ bool D3D12CommandProcessor::BeginFrame() {
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cbuffer_bindings_fetch_.up_to_date = false;
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draw_view_full_update_ = 0;
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draw_sampler_full_update_ = 0;
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texture_bindings_hash_vertex_ = texture_bindings_hash_pixel_ =
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texture_cache_->GetEmptyTextureBindingsHash();
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primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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command_lists_[current_queue_frame_]->BeginRecording();
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@ -1797,7 +1802,9 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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bool D3D12CommandProcessor::UpdateBindings(
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ID3D12GraphicsCommandList* command_list, const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) {
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const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature,
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uint64_t new_texture_bindings_hash_vertex,
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uint64_t new_texture_bindings_hash_pixel) {
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auto provider = GetD3D12Context()->GetD3D12Provider();
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auto device = provider->GetDevice();
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auto& regs = *register_file_;
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@ -1834,7 +1841,6 @@ bool D3D12CommandProcessor::UpdateBindings(
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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const D3D12Shader::SamplerBinding* vertex_samplers =
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vertex_shader->GetSamplerBindings(vertex_sampler_count);
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uint32_t texture_count = pixel_texture_count + vertex_texture_count;
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uint32_t sampler_count = pixel_sampler_count + vertex_sampler_count;
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// Begin updating descriptors.
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@ -1843,9 +1849,14 @@ bool D3D12CommandProcessor::UpdateBindings(
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bool write_pixel_float_constant_view = false;
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bool write_bool_loop_constant_view = false;
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bool write_fetch_constant_view = false;
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// TODO(Triang3l): Update textures and samplers only if shaders or binding
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// TODO(Triang3l): Update samplers only if shaders or binding
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// hash change.
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bool write_textures = texture_count != 0;
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bool write_vertex_textures =
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vertex_texture_count != 0 &&
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(texture_bindings_hash_vertex_ != new_texture_bindings_hash_vertex);
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bool write_pixel_textures =
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pixel_texture_count != 0 &&
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(texture_bindings_hash_pixel_ != new_texture_bindings_hash_pixel);
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bool write_samplers = sampler_count != 0;
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// Check if the float constant layout is still the same and get the counts.
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@ -2016,11 +2027,15 @@ bool D3D12CommandProcessor::UpdateBindings(
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if (write_fetch_constant_view) {
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++view_count_partial_update;
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}
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if (write_textures) {
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view_count_partial_update += texture_count;
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if (write_vertex_textures) {
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view_count_partial_update += vertex_texture_count;
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}
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if (write_pixel_textures) {
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view_count_partial_update += pixel_texture_count;
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}
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// All the constants + shared memory + textures.
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uint32_t view_count_full_update = 6 + texture_count;
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uint32_t view_count_full_update =
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6 + vertex_texture_count + pixel_texture_count;
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D3D12_CPU_DESCRIPTOR_HANDLE view_cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle;
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uint32_t descriptor_size_view = provider->GetViewDescriptorSize();
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@ -2046,13 +2061,13 @@ bool D3D12CommandProcessor::UpdateBindings(
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}
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if (draw_view_full_update_ != view_full_update_index) {
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// Need to update all view descriptors.
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draw_view_full_update_ = view_full_update_index;
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write_system_constant_view = true;
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write_fetch_constant_view = true;
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write_vertex_float_constant_view = true;
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write_pixel_float_constant_view = true;
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write_bool_loop_constant_view = true;
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write_textures = texture_count != 0;
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write_vertex_textures = vertex_texture_count != 0;
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write_pixel_textures = pixel_texture_count != 0;
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// If updating fully, write the shared memory descriptor (t0).
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shared_memory_->CreateSRV(view_cpu_handle);
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gpu_handle_shared_memory_ = view_gpu_handle;
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@ -2062,7 +2077,6 @@ bool D3D12CommandProcessor::UpdateBindings(
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}
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if (sampler_count != 0 &&
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draw_sampler_full_update_ != sampler_full_update_index) {
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draw_sampler_full_update_ = sampler_full_update_index;
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write_samplers = true;
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}
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@ -2128,35 +2142,35 @@ bool D3D12CommandProcessor::UpdateBindings(
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view_gpu_handle.ptr += descriptor_size_view;
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current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FetchConstants);
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}
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if (write_textures) {
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if (pixel_texture_count != 0) {
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assert_true(current_graphics_root_extras_.pixel_textures !=
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RootExtraParameterIndices::kUnavailable);
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gpu_handle_pixel_textures_ = view_gpu_handle;
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for (uint32_t i = 0; i < pixel_texture_count; ++i) {
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const D3D12Shader::TextureSRV& srv = pixel_textures[i];
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texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
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view_cpu_handle);
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view_cpu_handle.ptr += descriptor_size_view;
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view_gpu_handle.ptr += descriptor_size_view;
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}
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current_graphics_root_up_to_date_ &=
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~(1u << current_graphics_root_extras_.pixel_textures);
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if (write_pixel_textures) {
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assert_true(current_graphics_root_extras_.pixel_textures !=
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RootExtraParameterIndices::kUnavailable);
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gpu_handle_pixel_textures_ = view_gpu_handle;
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for (uint32_t i = 0; i < pixel_texture_count; ++i) {
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const D3D12Shader::TextureSRV& srv = pixel_textures[i];
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texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
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view_cpu_handle);
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view_cpu_handle.ptr += descriptor_size_view;
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view_gpu_handle.ptr += descriptor_size_view;
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}
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if (vertex_texture_count != 0) {
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assert_true(current_graphics_root_extras_.vertex_textures !=
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RootExtraParameterIndices::kUnavailable);
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gpu_handle_vertex_textures_ = view_gpu_handle;
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for (uint32_t i = 0; i < vertex_texture_count; ++i) {
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const D3D12Shader::TextureSRV& srv = vertex_textures[i];
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texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
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view_cpu_handle);
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view_cpu_handle.ptr += descriptor_size_view;
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view_gpu_handle.ptr += descriptor_size_view;
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}
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current_graphics_root_up_to_date_ &=
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~(1u << current_graphics_root_extras_.vertex_textures);
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texture_bindings_hash_pixel_ = new_texture_bindings_hash_pixel;
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current_graphics_root_up_to_date_ &=
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~(1u << current_graphics_root_extras_.pixel_textures);
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}
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if (write_vertex_textures) {
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assert_true(current_graphics_root_extras_.vertex_textures !=
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RootExtraParameterIndices::kUnavailable);
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gpu_handle_vertex_textures_ = view_gpu_handle;
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for (uint32_t i = 0; i < vertex_texture_count; ++i) {
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const D3D12Shader::TextureSRV& srv = vertex_textures[i];
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texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
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view_cpu_handle);
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view_cpu_handle.ptr += descriptor_size_view;
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view_gpu_handle.ptr += descriptor_size_view;
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}
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texture_bindings_hash_vertex_ = new_texture_bindings_hash_vertex;
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current_graphics_root_up_to_date_ &=
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~(1u << current_graphics_root_extras_.vertex_textures);
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}
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if (write_samplers) {
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if (pixel_sampler_count != 0) {
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@ -2191,6 +2205,10 @@ bool D3D12CommandProcessor::UpdateBindings(
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}
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}
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// Wrote new descriptors on the current page.
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draw_view_full_update_ = view_full_update_index;
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draw_sampler_full_update_ = sampler_full_update_index;
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// Update the root parameters.
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if (!(current_graphics_root_up_to_date_ &
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(1u << kRootParameter_FetchConstants))) {
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@ -193,7 +193,9 @@ class D3D12CommandProcessor : public CommandProcessor {
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bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
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const D3D12Shader* vertex_shader,
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const D3D12Shader* pixel_shader,
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ID3D12RootSignature* root_signature);
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ID3D12RootSignature* root_signature,
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uint64_t new_texture_bindings_hash_vertex,
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uint64_t new_texture_bindings_hash_pixel);
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bool cache_clear_requested_ = false;
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@ -301,6 +303,10 @@ class D3D12CommandProcessor : public CommandProcessor {
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uint64_t draw_view_full_update_;
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uint64_t draw_sampler_full_update_;
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// Hashes of the current texture descriptor layout.
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uint64_t texture_bindings_hash_vertex_;
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uint64_t texture_bindings_hash_pixel_;
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// Latest descriptor handles used for handling Xenos draw calls.
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_system_constants_;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_vertex_float_constants_;
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@ -9,6 +9,8 @@
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#include "xenia/gpu/d3d12/texture_cache.h"
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#include "third_party/xxhash/xxhash.h"
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#include <algorithm>
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#include <cstring>
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@ -292,7 +294,11 @@ TextureCache::TextureCache(D3D12CommandProcessor* command_processor,
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SharedMemory* shared_memory)
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: command_processor_(command_processor),
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register_file_(register_file),
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shared_memory_(shared_memory) {}
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shared_memory_(shared_memory) {
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XXH64_state_t hash_state;
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XXH64_reset(&hash_state, 0);
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texture_bindings_empty_hash_ = XXH64_digest(&hash_state);
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}
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TextureCache::~TextureCache() { Shutdown(); }
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@ -427,7 +433,9 @@ void TextureCache::EndFrame() {
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}
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void TextureCache::RequestTextures(uint32_t used_vertex_texture_mask,
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uint32_t used_pixel_texture_mask) {
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uint32_t used_pixel_texture_mask,
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uint64_t& descriptor_layout_vertex_hash_out,
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uint64_t& descriptor_layout_pixel_hash_out) {
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auto command_list = command_processor_->GetCurrentCommandList();
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if (command_list == nullptr) {
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return;
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@ -498,6 +506,31 @@ void TextureCache::RequestTextures(uint32_t used_vertex_texture_mask,
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state);
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texture->state = state;
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}
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// Compute descriptor layout hashes so descriptors don't have to be written
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// again if the bindings are the same. The hash is computed from indices, keys
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// and swizzles.
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XXH64_state_t hash_state;
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XXH64_reset(&hash_state, 0);
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used_texture_mask = used_vertex_texture_mask;
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while (xe::bit_scan_forward(used_texture_mask, &index)) {
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used_texture_mask &= ~(1u << index);
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XXH64_update(&hash_state, &index, sizeof(index));
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const TextureBinding& binding = texture_bindings_[index];
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XXH64_update(&hash_state, &binding.key, sizeof(binding.key));
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XXH64_update(&hash_state, &binding.swizzle, sizeof(binding.swizzle));
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}
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descriptor_layout_vertex_hash_out = XXH64_digest(&hash_state);
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XXH64_reset(&hash_state, 0);
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used_texture_mask = used_pixel_texture_mask;
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while (xe::bit_scan_forward(used_texture_mask, &index)) {
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used_texture_mask &= ~(1u << index);
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XXH64_update(&hash_state, &index, sizeof(index));
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const TextureBinding& binding = texture_bindings_[index];
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XXH64_update(&hash_state, &binding.key, sizeof(binding.key));
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XXH64_update(&hash_state, &binding.swizzle, sizeof(binding.swizzle));
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}
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descriptor_layout_pixel_hash_out = XXH64_digest(&hash_state);
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}
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void TextureCache::WriteTextureSRV(uint32_t fetch_constant,
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@ -72,7 +72,12 @@ class TextureCache {
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// (notifying the command processor about that), so this must be called before
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// binding the actual drawing pipeline.
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void RequestTextures(uint32_t used_vertex_texture_mask,
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uint32_t used_pixel_texture_mask);
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uint32_t used_pixel_texture_mask,
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uint64_t& descriptor_layout_vertex_hash_out,
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uint64_t& descriptor_layout_pixel_hash_out);
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inline uint64_t GetEmptyTextureBindingsHash() const {
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return texture_bindings_empty_hash_;
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}
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void WriteTextureSRV(uint32_t fetch_constant,
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TextureDimension shader_dimension,
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@ -366,6 +371,8 @@ class TextureCache {
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std::unordered_multimap<uint64_t, Texture*> textures_;
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TextureBinding texture_bindings_[32] = {};
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// Hash for no textures bound.
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uint64_t texture_bindings_empty_hash_;
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// Bit vector with bits reset on fetch constant writes to avoid getting
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// texture keys from the fetch constants again and again.
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uint32_t texture_keys_in_sync_ = 0;
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