Geometry shader work for rect lists and quad lists.

This commit is contained in:
Ben Vanik 2014-01-20 00:18:14 -08:00
parent bcea3e00f1
commit 1cd518b19c
8 changed files with 413 additions and 45 deletions

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@ -8,3 +8,11 @@
* [LLVM R600 Tables](https://llvm.org/viewvc/llvm-project/llvm/trunk/lib/Target/R600/R600Instructions.td)
** The opcode formats don't match, but the name->psuedo code is correct.
## Tools
### apitrace
[apitrace](http://apitrace.github.io/) can be used to capture and replay D3D11
call streams. To disable stdout spew first set `XE_OPTION_ENABLE_LOGGING` to 0
in `logging.h`.

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@ -0,0 +1,225 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/gpu/d3d11/d3d11_geometry_shader.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_shader.h>
#include <xenia/gpu/xenos/ucode.h>
#include <d3dcompiler.h>
using namespace xe;
using namespace xe::gpu;
using namespace xe::gpu::d3d11;
using namespace xe::gpu::xenos;
D3D11GeometryShader::D3D11GeometryShader(ID3D11Device* device, uint64_t hash) :
hash_(hash), handle_(NULL) {
device_ = device;
device_->AddRef();
}
D3D11GeometryShader::~D3D11GeometryShader() {
XESAFERELEASE(handle_);
XESAFERELEASE(device_);
}
int D3D11GeometryShader::Prepare(D3D11VertexShader* vertex_shader) {
if (handle_) {
return 0;
}
// TODO(benvanik): look in file based on hash/etc.
void* byte_code = NULL;
size_t byte_code_length = 0;
// Translate and compile source.
auto output = new alloy::StringBuffer();
if (Generate(vertex_shader, output)) {
delete output;
return 1;
}
ID3D10Blob* shader_blob = Compile(output->GetString());
delete output;
if (!shader_blob) {
return 1;
}
byte_code_length = shader_blob->GetBufferSize();
byte_code = xe_malloc(byte_code_length);
xe_copy_struct(
byte_code, shader_blob->GetBufferPointer(), byte_code_length);
XESAFERELEASE(shader_blob);
// Create shader.
HRESULT hr = device_->CreateGeometryShader(
byte_code, byte_code_length,
NULL,
&handle_);
if (FAILED(hr)) {
XELOGE("D3D11: failed to create geometry shader");
xe_free(byte_code);
return 1;
}
return 0;
}
ID3D10Blob* D3D11GeometryShader::Compile(const char* shader_source) {
// TODO(benvanik): pick shared runtime mode defines.
D3D10_SHADER_MACRO defines[] = {
"TEST_DEFINE", "1",
0, 0,
};
uint32_t flags1 = 0;
flags1 |= D3D10_SHADER_DEBUG;
flags1 |= D3D10_SHADER_ENABLE_STRICTNESS;
uint32_t flags2 = 0;
// Create a name.
const char* base_path = "";
if (FLAGS_dump_shaders.size()) {
base_path = FLAGS_dump_shaders.c_str();
}
char file_name[XE_MAX_PATH];
xesnprintfa(file_name, XECOUNT(file_name),
"%s/gen_%.16llX.gs",
base_path,
hash_);
if (FLAGS_dump_shaders.size()) {
FILE* f = fopen(file_name, "w");
fprintf(f, shader_source);
fclose(f);
}
// Compile shader to bytecode blob.
ID3D10Blob* shader_blob = 0;
ID3D10Blob* error_blob = 0;
HRESULT hr = D3DCompile(
shader_source, strlen(shader_source),
file_name,
defines, NULL,
"main",
"gs_5_0",
flags1, flags2,
&shader_blob, &error_blob);
if (error_blob) {
char* msg = (char*)error_blob->GetBufferPointer();
XELOGE("D3D11: shader compile failed with %s", msg);
}
XESAFERELEASE(error_blob);
if (FAILED(hr)) {
return NULL;
}
return shader_blob;
}
D3D11PointSpriteGeometryShader::D3D11PointSpriteGeometryShader(
ID3D11Device* device, uint64_t hash) :
D3D11GeometryShader(device, hash) {
}
D3D11PointSpriteGeometryShader::~D3D11PointSpriteGeometryShader() {
}
int D3D11PointSpriteGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
return 0;
}
D3D11RectListGeometryShader::D3D11RectListGeometryShader(
ID3D11Device* device, uint64_t hash) :
D3D11GeometryShader(device, hash) {
}
D3D11RectListGeometryShader::~D3D11RectListGeometryShader() {
}
int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
}
output->Append(
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"[maxvertexcount(4)]\n"
"void main(triangle VERTEX input[3], inout TriangleStream<VERTEX> output) {\n"
" output.Append(input[0]);\n"
" output.Append(input[1]);\n"
" output.Append(input[2]);\n"
" VERTEX v = input[2];\n"
" v.oPos += input[1].oPos - input[0].oPos;\n"
// TODO(benvanik): only if needed?
" v.oPointSize += input[1].oPointSize - input[0].oPointSize;\n");
for (uint32_t n = 0; n < alloc_counts.params; n++) {
// TODO(benvanik): this may be wrong - the count is a bad metric.
output->Append(
" v.o[%d] += input[1].o[%d] - input[0].o[%d];\n",
n, n, n, n);
}
output->Append(
" output.Append(v);\n"
" output.RestartStrip();\n"
"}\n");
return 0;
}
D3D11QuadListGeometryShader::D3D11QuadListGeometryShader(
ID3D11Device* device, uint64_t hash) :
D3D11GeometryShader(device, hash) {
}
D3D11QuadListGeometryShader::~D3D11QuadListGeometryShader() {
}
int D3D11QuadListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) {
output->Append(
"struct VERTEX {\n"
" float4 oPos : SV_POSITION;\n");
auto alloc_counts = vertex_shader->alloc_counts();
if (alloc_counts.params) {
output->Append(
" float4 o[%d] : XE_O;\n",
D3D11Shader::MAX_INTERPOLATORS);
}
output->Append(
" float4 oPointSize : PSIZE;\n"
"};\n");
output->Append(
"[maxvertexcount(4)]\n"
"void main(lineadj VERTEX input[4], inout TriangleStream<VERTEX> output,\n"
" uint primitive_id : SV_PrimitiveID) {\n"
" output.Append(input[0]);\n"
" output.Append(input[1]);\n"
" output.Append(input[3]);\n"
" output.Append(input[2]);\n"
" output.RestartStrip();\n"
"}\n");
return 0;
}

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@ -0,0 +1,88 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D11_D3D11_GEOMETRY_SHADER_H_
#define XENIA_GPU_D3D11_D3D11_GEOMETRY_SHADER_H_
#include <xenia/core.h>
#include <alloy/string_buffer.h>
#include <d3d11.h>
namespace xe {
namespace gpu {
namespace d3d11 {
class D3D11VertexShader;
class D3D11GeometryShader {
public:
virtual ~D3D11GeometryShader();
ID3D11GeometryShader* handle() const { return handle_; }
int Prepare(D3D11VertexShader* vertex_shader);
protected:
D3D11GeometryShader(ID3D11Device* device, uint64_t hash);
ID3D10Blob* Compile(const char* shader_source);
virtual int Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output) = 0;
protected:
ID3D11Device* device_;
uint64_t hash_;
ID3D11GeometryShader* handle_;
};
class D3D11PointSpriteGeometryShader : public D3D11GeometryShader {
public:
D3D11PointSpriteGeometryShader(ID3D11Device* device, uint64_t hash);
virtual ~D3D11PointSpriteGeometryShader();
protected:
virtual int Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output);
};
class D3D11RectListGeometryShader : public D3D11GeometryShader {
public:
D3D11RectListGeometryShader(ID3D11Device* device, uint64_t hash);
virtual ~D3D11RectListGeometryShader();
protected:
virtual int Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output);
};
class D3D11QuadListGeometryShader : public D3D11GeometryShader {
public:
D3D11QuadListGeometryShader(ID3D11Device* device, uint64_t hash);
virtual ~D3D11QuadListGeometryShader();
protected:
virtual int Generate(D3D11VertexShader* vertex_shader,
alloy::StringBuffer* output);
};
} // namespace d3d11
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D11_D3D11_SHADER_H_

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@ -10,6 +10,7 @@
#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_geometry_shader.h>
#include <xenia/gpu/d3d11/d3d11_shader.h>
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
@ -49,40 +50,6 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
buffer_desc.ByteWidth = (32) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
//const char* shader_source =
// ""
// "[maxvertexcount(4)]\n"
// "void main(triange RectVert input[3], inout TriangleStream<RectVert> output) {"
// " output.Append(input[0]);"
// " output.Append(input[1]);"
// " output.Append(input[2]);"
// " /* compute 3 */"
// " output.RestartStrip();"
// "}";
//ID3D10Blob* shader_blob = 0;
//ID3D10Blob* error_blob = 0;
//HRESULT hr = D3DCompile(
// shader_source, strlen(shader_source),
// "d3d11_rect_shader.gs",
// NULL, NULL,
// "main",
// "gs_5_0",
// D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0,
// &shader_blob, &error_blob);
//if (error_blob) {
// char* msg = (char*)error_blob->GetBufferPointer();
// XELOGE("D3D11: rect shader compile failed with %s", msg);
//}
//XESAFERELEASE(error_blob);
//byte* rect_shader_bytes = 0;
//size_t rect_shader_length = 0;
//ID3D11GeometryShader* rect_shader;
//hr = device_->CreateGeometryShader(
// shader_blob->GetBufferPointer(),
// shader_blob->GetBufferSize(),
// NULL, &rect_shader);
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
@ -162,9 +129,16 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
// Switch primitive topology.
// Some are unsupported on D3D11 and must be emulated.
D3D11_PRIMITIVE_TOPOLOGY primitive_topology;
D3D11GeometryShader* geometry_shader = NULL;
switch (prim_type) {
case XE_GPU_PRIMITIVE_TYPE_POINT_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
//if (state_.vertex_shader) {
// if (state_.vertex_shader->DemandGeometryShader(
// D3D11VertexShader::POINT_SPRITE_SHADER, &geometry_shader)) {
// return 1;
// }
//}
break;
case XE_GPU_PRIMITIVE_TYPE_LINE_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
@ -179,20 +153,36 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
case XE_GPU_PRIMITIVE_TYPE_RECTANGLE_LIST:
XELOGW("D3D11: faking RECTANGLE_LIST as a tri list");
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
if (state_.vertex_shader) {
if (state_.vertex_shader->DemandGeometryShader(
D3D11VertexShader::RECT_LIST_SHADER, &geometry_shader)) {
return 1;
}
}
break;
case XE_GPU_PRIMITIVE_TYPE_QUAD_LIST:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
if (state_.vertex_shader) {
if (state_.vertex_shader->DemandGeometryShader(
D3D11VertexShader::QUAD_LIST_SHADER, &geometry_shader)) {
return 1;
}
}
break;
default:
case XE_GPU_PRIMITIVE_TYPE_TRIANGLE_FAN:
case XE_GPU_PRIMITIVE_TYPE_UNKNOWN_07:
case XE_GPU_PRIMITIVE_TYPE_LINE_LOOP:
case XE_GPU_PRIMITIVE_TYPE_UNKNOWN_0D:
primitive_topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
XELOGE("D3D11: unsupported primitive type %d", prim_type);
break;
}
context_->IASetPrimitiveTopology(primitive_topology);
context_->GSSetShader(
geometry_shader ? geometry_shader->handle() : NULL, NULL, NULL);
// Setup all fetchers (vertices/textures).
if (PrepareFetchers()) {
return 1;
@ -429,7 +419,7 @@ int D3D11GraphicsDriver::UpdateState() {
rasterizer_desc.DepthBias = 0;
rasterizer_desc.DepthBiasClamp = 0;
rasterizer_desc.SlopeScaledDepthBias = 0;
rasterizer_desc.DepthClipEnable = true;
rasterizer_desc.DepthClipEnable = false; // ?
rasterizer_desc.ScissorEnable = false;
rasterizer_desc.MultisampleEnable = false;
rasterizer_desc.AntialiasedLineEnable = false;

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@ -10,6 +10,7 @@
#include <xenia/gpu/d3d11/d3d11_shader.h>
#include <xenia/gpu/gpu-private.h>
#include <xenia/gpu/d3d11/d3d11_geometry_shader.h>
#include <xenia/gpu/xenos/ucode.h>
#include <d3dcompiler.h>
@ -23,8 +24,6 @@ using namespace xe::gpu::xenos;
namespace {
const uint32_t MAX_INTERPOLATORS = 16;
const int OUTPUT_CAPACITY = 64 * 1024;
int GetFormatComponentCount(uint32_t format) {
@ -210,9 +209,13 @@ D3D11VertexShader::D3D11VertexShader(
handle_(0), input_layout_(0),
D3D11Shader(device, XE_GPU_SHADER_TYPE_VERTEX,
src_ptr, length, hash) {
xe_zero_struct(geometry_shaders_, sizeof(geometry_shaders_));
}
D3D11VertexShader::~D3D11VertexShader() {
for (size_t n = 0; n < XECOUNT(geometry_shaders_); n++) {
delete geometry_shaders_[n];
}
XESAFERELEASE(input_layout_);
XESAFERELEASE(handle_);
}
@ -372,7 +375,6 @@ int D3D11VertexShader::Prepare(xe_gpu_program_cntl_t* program_cntl) {
return 0;
}
const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
Output* output = new Output();
xe_gpu_translate_ctx_t ctx;
@ -437,7 +439,8 @@ const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
// Always write position, as some shaders seem to only write certain values.
output->append(
" o.oPos = float4(0.0, 0.0, 0.0, 0.0);\n");
" o.oPos = float4(0.0, 0.0, 0.0, 0.0);\n"
" o.oPointSize = float4(1.0, 0.0, 0.0, 0.0);\n");
// TODO(benvanik): remove this, if possible (though the compiler may be smart
// enough to do it for us).
@ -477,6 +480,43 @@ const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
return translated_src_;
}
int D3D11VertexShader::DemandGeometryShader(GeometryShaderType type,
D3D11GeometryShader** out_shader) {
if (geometry_shaders_[type]) {
*out_shader = geometry_shaders_[type];
return 0;
}
// Demand generate.
D3D11GeometryShader* shader = NULL;
switch (type) {
case POINT_SPRITE_SHADER:
shader = new D3D11PointSpriteGeometryShader(device_, hash_);
break;
case RECT_LIST_SHADER:
shader = new D3D11RectListGeometryShader(device_, hash_);
break;
case QUAD_LIST_SHADER:
shader = new D3D11QuadListGeometryShader(device_, hash_);
break;
default:
XEASSERTALWAYS();
return 1;
}
if (!shader) {
return 1;
}
if (shader->Prepare(this)) {
delete shader;
return 1;
}
geometry_shaders_[type] = shader;
*out_shader = geometry_shaders_[type];
return 0;
}
D3D11PixelShader::D3D11PixelShader(
ID3D11Device* device,

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@ -29,11 +29,15 @@ typedef struct {
xenos::XE_GPU_SHADER_TYPE type;
} xe_gpu_translate_ctx_t;
class D3D11GeometryShader;
class D3D11Shader : public Shader {
public:
virtual ~D3D11Shader();
const static uint32_t MAX_INTERPOLATORS = 16;
protected:
D3D11Shader(
ID3D11Device* device,
@ -69,12 +73,23 @@ public:
int Prepare(xenos::xe_gpu_program_cntl_t* program_cntl);
enum GeometryShaderType {
POINT_SPRITE_SHADER,
RECT_LIST_SHADER,
QUAD_LIST_SHADER,
MAX_GEOMETRY_SHADER_TYPE,
};
int DemandGeometryShader(GeometryShaderType type,
D3D11GeometryShader** out_shader);
private:
const char* Translate(xenos::xe_gpu_program_cntl_t* program_cntl);
private:
ID3D11VertexShader* handle_;
ID3D11InputLayout* input_layout_;
ID3D11VertexShader* handle_;
ID3D11InputLayout* input_layout_;
D3D11GeometryShader* geometry_shaders_[MAX_GEOMETRY_SHADER_TYPE];
};

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@ -1,6 +1,8 @@
# Copyright 2013 Ben Vanik. All Rights Reserved.
{
'sources': [
'd3d11_geometry_shader.cc',
'd3d11_geometry_shader.h',
'd3d11_gpu-private.h',
'd3d11_gpu.cc',
'd3d11_gpu.h',

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@ -40,7 +40,7 @@ typedef enum {
XE_GPU_PRIMITIVE_TYPE_UNKNOWN_07 = 0x07,
XE_GPU_PRIMITIVE_TYPE_RECTANGLE_LIST = 0x08,
XE_GPU_PRIMITIVE_TYPE_LINE_LOOP = 0x0C,
XE_GPU_PRIMITIVE_TYPE_UNKNOWN_0D = 0x0D,
XE_GPU_PRIMITIVE_TYPE_QUAD_LIST = 0x0D,
} XE_GPU_PRIMITIVE_TYPE;
typedef enum {