[D3D12] Don't create SRVs if textures not changed

This commit is contained in:
Triang3l 2018-10-04 14:36:48 +03:00
parent b77ffe3df6
commit 131525e44d
4 changed files with 108 additions and 44 deletions

View File

@ -1166,9 +1166,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
}
// Update the textures - this may bind pipelines.
uint64_t new_texture_bindings_hash_vertex, new_texture_bindings_hash_pixel;
texture_cache_->RequestTextures(
vertex_shader->GetUsedTextureMask(),
pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0);
pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0,
new_texture_bindings_hash_vertex, new_texture_bindings_hash_pixel);
// Update viewport, scissor, blend factor and stencil reference.
UpdateFixedFunctionState(command_list);
@ -1185,8 +1187,9 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
pipeline_render_targets);
// Update constant buffers, descriptors and root parameters.
if (!UpdateBindings(command_list, vertex_shader, pixel_shader,
root_signature)) {
if (!UpdateBindings(command_list, vertex_shader, pixel_shader, root_signature,
new_texture_bindings_hash_vertex,
new_texture_bindings_hash_pixel)) {
return false;
}
@ -1335,6 +1338,8 @@ bool D3D12CommandProcessor::BeginFrame() {
cbuffer_bindings_fetch_.up_to_date = false;
draw_view_full_update_ = 0;
draw_sampler_full_update_ = 0;
texture_bindings_hash_vertex_ = texture_bindings_hash_pixel_ =
texture_cache_->GetEmptyTextureBindingsHash();
primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
command_lists_[current_queue_frame_]->BeginRecording();
@ -1797,7 +1802,9 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
bool D3D12CommandProcessor::UpdateBindings(
ID3D12GraphicsCommandList* command_list, const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) {
const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature,
uint64_t new_texture_bindings_hash_vertex,
uint64_t new_texture_bindings_hash_pixel) {
auto provider = GetD3D12Context()->GetD3D12Provider();
auto device = provider->GetDevice();
auto& regs = *register_file_;
@ -1834,7 +1841,6 @@ bool D3D12CommandProcessor::UpdateBindings(
vertex_shader->GetTextureSRVs(vertex_texture_count);
const D3D12Shader::SamplerBinding* vertex_samplers =
vertex_shader->GetSamplerBindings(vertex_sampler_count);
uint32_t texture_count = pixel_texture_count + vertex_texture_count;
uint32_t sampler_count = pixel_sampler_count + vertex_sampler_count;
// Begin updating descriptors.
@ -1843,9 +1849,14 @@ bool D3D12CommandProcessor::UpdateBindings(
bool write_pixel_float_constant_view = false;
bool write_bool_loop_constant_view = false;
bool write_fetch_constant_view = false;
// TODO(Triang3l): Update textures and samplers only if shaders or binding
// TODO(Triang3l): Update samplers only if shaders or binding
// hash change.
bool write_textures = texture_count != 0;
bool write_vertex_textures =
vertex_texture_count != 0 &&
(texture_bindings_hash_vertex_ != new_texture_bindings_hash_vertex);
bool write_pixel_textures =
pixel_texture_count != 0 &&
(texture_bindings_hash_pixel_ != new_texture_bindings_hash_pixel);
bool write_samplers = sampler_count != 0;
// Check if the float constant layout is still the same and get the counts.
@ -2016,11 +2027,15 @@ bool D3D12CommandProcessor::UpdateBindings(
if (write_fetch_constant_view) {
++view_count_partial_update;
}
if (write_textures) {
view_count_partial_update += texture_count;
if (write_vertex_textures) {
view_count_partial_update += vertex_texture_count;
}
if (write_pixel_textures) {
view_count_partial_update += pixel_texture_count;
}
// All the constants + shared memory + textures.
uint32_t view_count_full_update = 6 + texture_count;
uint32_t view_count_full_update =
6 + vertex_texture_count + pixel_texture_count;
D3D12_CPU_DESCRIPTOR_HANDLE view_cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle;
uint32_t descriptor_size_view = provider->GetViewDescriptorSize();
@ -2046,13 +2061,13 @@ bool D3D12CommandProcessor::UpdateBindings(
}
if (draw_view_full_update_ != view_full_update_index) {
// Need to update all view descriptors.
draw_view_full_update_ = view_full_update_index;
write_system_constant_view = true;
write_fetch_constant_view = true;
write_vertex_float_constant_view = true;
write_pixel_float_constant_view = true;
write_bool_loop_constant_view = true;
write_textures = texture_count != 0;
write_vertex_textures = vertex_texture_count != 0;
write_pixel_textures = pixel_texture_count != 0;
// If updating fully, write the shared memory descriptor (t0).
shared_memory_->CreateSRV(view_cpu_handle);
gpu_handle_shared_memory_ = view_gpu_handle;
@ -2062,7 +2077,6 @@ bool D3D12CommandProcessor::UpdateBindings(
}
if (sampler_count != 0 &&
draw_sampler_full_update_ != sampler_full_update_index) {
draw_sampler_full_update_ = sampler_full_update_index;
write_samplers = true;
}
@ -2128,35 +2142,35 @@ bool D3D12CommandProcessor::UpdateBindings(
view_gpu_handle.ptr += descriptor_size_view;
current_graphics_root_up_to_date_ &= ~(1u << kRootParameter_FetchConstants);
}
if (write_textures) {
if (pixel_texture_count != 0) {
assert_true(current_graphics_root_extras_.pixel_textures !=
RootExtraParameterIndices::kUnavailable);
gpu_handle_pixel_textures_ = view_gpu_handle;
for (uint32_t i = 0; i < pixel_texture_count; ++i) {
const D3D12Shader::TextureSRV& srv = pixel_textures[i];
texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
view_gpu_handle.ptr += descriptor_size_view;
}
current_graphics_root_up_to_date_ &=
~(1u << current_graphics_root_extras_.pixel_textures);
if (write_pixel_textures) {
assert_true(current_graphics_root_extras_.pixel_textures !=
RootExtraParameterIndices::kUnavailable);
gpu_handle_pixel_textures_ = view_gpu_handle;
for (uint32_t i = 0; i < pixel_texture_count; ++i) {
const D3D12Shader::TextureSRV& srv = pixel_textures[i];
texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
view_gpu_handle.ptr += descriptor_size_view;
}
if (vertex_texture_count != 0) {
assert_true(current_graphics_root_extras_.vertex_textures !=
RootExtraParameterIndices::kUnavailable);
gpu_handle_vertex_textures_ = view_gpu_handle;
for (uint32_t i = 0; i < vertex_texture_count; ++i) {
const D3D12Shader::TextureSRV& srv = vertex_textures[i];
texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
view_gpu_handle.ptr += descriptor_size_view;
}
current_graphics_root_up_to_date_ &=
~(1u << current_graphics_root_extras_.vertex_textures);
texture_bindings_hash_pixel_ = new_texture_bindings_hash_pixel;
current_graphics_root_up_to_date_ &=
~(1u << current_graphics_root_extras_.pixel_textures);
}
if (write_vertex_textures) {
assert_true(current_graphics_root_extras_.vertex_textures !=
RootExtraParameterIndices::kUnavailable);
gpu_handle_vertex_textures_ = view_gpu_handle;
for (uint32_t i = 0; i < vertex_texture_count; ++i) {
const D3D12Shader::TextureSRV& srv = vertex_textures[i];
texture_cache_->WriteTextureSRV(srv.fetch_constant, srv.dimension,
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
view_gpu_handle.ptr += descriptor_size_view;
}
texture_bindings_hash_vertex_ = new_texture_bindings_hash_vertex;
current_graphics_root_up_to_date_ &=
~(1u << current_graphics_root_extras_.vertex_textures);
}
if (write_samplers) {
if (pixel_sampler_count != 0) {
@ -2191,6 +2205,10 @@ bool D3D12CommandProcessor::UpdateBindings(
}
}
// Wrote new descriptors on the current page.
draw_view_full_update_ = view_full_update_index;
draw_sampler_full_update_ = sampler_full_update_index;
// Update the root parameters.
if (!(current_graphics_root_up_to_date_ &
(1u << kRootParameter_FetchConstants))) {

View File

@ -193,7 +193,9 @@ class D3D12CommandProcessor : public CommandProcessor {
bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,
ID3D12RootSignature* root_signature);
ID3D12RootSignature* root_signature,
uint64_t new_texture_bindings_hash_vertex,
uint64_t new_texture_bindings_hash_pixel);
bool cache_clear_requested_ = false;
@ -301,6 +303,10 @@ class D3D12CommandProcessor : public CommandProcessor {
uint64_t draw_view_full_update_;
uint64_t draw_sampler_full_update_;
// Hashes of the current texture descriptor layout.
uint64_t texture_bindings_hash_vertex_;
uint64_t texture_bindings_hash_pixel_;
// Latest descriptor handles used for handling Xenos draw calls.
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_system_constants_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_vertex_float_constants_;

View File

@ -9,6 +9,8 @@
#include "xenia/gpu/d3d12/texture_cache.h"
#include "third_party/xxhash/xxhash.h"
#include <algorithm>
#include <cstring>
@ -292,7 +294,11 @@ TextureCache::TextureCache(D3D12CommandProcessor* command_processor,
SharedMemory* shared_memory)
: command_processor_(command_processor),
register_file_(register_file),
shared_memory_(shared_memory) {}
shared_memory_(shared_memory) {
XXH64_state_t hash_state;
XXH64_reset(&hash_state, 0);
texture_bindings_empty_hash_ = XXH64_digest(&hash_state);
}
TextureCache::~TextureCache() { Shutdown(); }
@ -427,7 +433,9 @@ void TextureCache::EndFrame() {
}
void TextureCache::RequestTextures(uint32_t used_vertex_texture_mask,
uint32_t used_pixel_texture_mask) {
uint32_t used_pixel_texture_mask,
uint64_t& descriptor_layout_vertex_hash_out,
uint64_t& descriptor_layout_pixel_hash_out) {
auto command_list = command_processor_->GetCurrentCommandList();
if (command_list == nullptr) {
return;
@ -498,6 +506,31 @@ void TextureCache::RequestTextures(uint32_t used_vertex_texture_mask,
state);
texture->state = state;
}
// Compute descriptor layout hashes so descriptors don't have to be written
// again if the bindings are the same. The hash is computed from indices, keys
// and swizzles.
XXH64_state_t hash_state;
XXH64_reset(&hash_state, 0);
used_texture_mask = used_vertex_texture_mask;
while (xe::bit_scan_forward(used_texture_mask, &index)) {
used_texture_mask &= ~(1u << index);
XXH64_update(&hash_state, &index, sizeof(index));
const TextureBinding& binding = texture_bindings_[index];
XXH64_update(&hash_state, &binding.key, sizeof(binding.key));
XXH64_update(&hash_state, &binding.swizzle, sizeof(binding.swizzle));
}
descriptor_layout_vertex_hash_out = XXH64_digest(&hash_state);
XXH64_reset(&hash_state, 0);
used_texture_mask = used_pixel_texture_mask;
while (xe::bit_scan_forward(used_texture_mask, &index)) {
used_texture_mask &= ~(1u << index);
XXH64_update(&hash_state, &index, sizeof(index));
const TextureBinding& binding = texture_bindings_[index];
XXH64_update(&hash_state, &binding.key, sizeof(binding.key));
XXH64_update(&hash_state, &binding.swizzle, sizeof(binding.swizzle));
}
descriptor_layout_pixel_hash_out = XXH64_digest(&hash_state);
}
void TextureCache::WriteTextureSRV(uint32_t fetch_constant,

View File

@ -72,7 +72,12 @@ class TextureCache {
// (notifying the command processor about that), so this must be called before
// binding the actual drawing pipeline.
void RequestTextures(uint32_t used_vertex_texture_mask,
uint32_t used_pixel_texture_mask);
uint32_t used_pixel_texture_mask,
uint64_t& descriptor_layout_vertex_hash_out,
uint64_t& descriptor_layout_pixel_hash_out);
inline uint64_t GetEmptyTextureBindingsHash() const {
return texture_bindings_empty_hash_;
}
void WriteTextureSRV(uint32_t fetch_constant,
TextureDimension shader_dimension,
@ -366,6 +371,8 @@ class TextureCache {
std::unordered_multimap<uint64_t, Texture*> textures_;
TextureBinding texture_bindings_[32] = {};
// Hash for no textures bound.
uint64_t texture_bindings_empty_hash_;
// 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;