[D3D12] Pipeline cache and command processor formatting

This commit is contained in:
Triang3l 2018-07-29 00:57:25 +03:00
parent b567b9e9cc
commit 2d59231993
2 changed files with 28 additions and 27 deletions

View File

@ -151,8 +151,8 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
ID3D12RootSignature* root_signature; ID3D12RootSignature* root_signature;
auto pipeline_status = pipeline_cache_->ConfigurePipeline( auto pipeline_status = pipeline_cache_->ConfigurePipeline(
vertex_shader, pixel_shader, primitive_type, vertex_shader, pixel_shader, primitive_type,
index_buffer_info != nullptr ? index_buffer_info->format : index_buffer_info != nullptr ? index_buffer_info->format
IndexFormat::kInt16, : IndexFormat::kInt16,
&pipeline, &root_signature); &pipeline, &root_signature);
if (pipeline_status == PipelineCache::UpdateStatus::kError) { if (pipeline_status == PipelineCache::UpdateStatus::kError) {
return false; return false;

View File

@ -67,8 +67,8 @@ PipelineCache::UpdateStatus PipelineCache::ConfigurePipeline(
assert_not_null(root_signature_out); assert_not_null(root_signature_out);
Pipeline* pipeline = nullptr; Pipeline* pipeline = nullptr;
auto update_status = UpdateState(vertex_shader, pixel_shader, primitive_type, auto update_status =
index_format); UpdateState(vertex_shader, pixel_shader, primitive_type, index_format);
switch (update_status) { switch (update_status) {
case UpdateStatus::kCompatible: case UpdateStatus::kCompatible:
// Requested pipeline is compatible with our previous one, so use that. // Requested pipeline is compatible with our previous one, so use that.
@ -280,8 +280,8 @@ PipelineCache::UpdateStatus PipelineCache::UpdateShaderStages(
return UpdateStatus::kError; return UpdateStatus::kError;
} }
update_desc_.PrimitiveTopologyType = update_desc_.PrimitiveTopologyType =
primitive_topology_is_line ? D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE : primitive_topology_is_line ? D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; : D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
return UpdateStatus::kMismatch; return UpdateStatus::kMismatch;
} }
@ -314,8 +314,7 @@ PipelineCache::UpdateStatus PipelineCache::UpdateBlendState(
regs.colorcontrol_blend_enable = blend_enable; regs.colorcontrol_blend_enable = blend_enable;
static const Register kBlendControlRegs[] = { static const Register kBlendControlRegs[] = {
XE_GPU_REG_RB_BLENDCONTROL_0, XE_GPU_REG_RB_BLENDCONTROL_1, XE_GPU_REG_RB_BLENDCONTROL_0, XE_GPU_REG_RB_BLENDCONTROL_1,
XE_GPU_REG_RB_BLENDCONTROL_2, XE_GPU_REG_RB_BLENDCONTROL_3 XE_GPU_REG_RB_BLENDCONTROL_2, XE_GPU_REG_RB_BLENDCONTROL_3};
};
for (uint32_t i = 0; i < 4; ++i) { for (uint32_t i = 0; i < 4; ++i) {
if (blend_enable && (color_mask & (0xF << (i * 4)))) { if (blend_enable && (color_mask & (0xF << (i * 4)))) {
dirty |= SetShadowRegister(&regs.blendcontrol[i], kBlendControlRegs[i]); dirty |= SetShadowRegister(&regs.blendcontrol[i], kBlendControlRegs[i]);
@ -541,8 +540,8 @@ PipelineCache::UpdateStatus PipelineCache::UpdateDepthStencilState() {
update_desc_.DepthStencilState.DepthEnable = update_desc_.DepthStencilState.DepthEnable =
(regs.rb_depthcontrol & 0x2) ? TRUE : FALSE; (regs.rb_depthcontrol & 0x2) ? TRUE : FALSE;
update_desc_.DepthStencilState.DepthWriteMask = update_desc_.DepthStencilState.DepthWriteMask =
(regs.rb_depthcontrol & 0x4) ? D3D12_DEPTH_WRITE_MASK_ALL : (regs.rb_depthcontrol & 0x4) ? D3D12_DEPTH_WRITE_MASK_ALL
D3D12_DEPTH_WRITE_MASK_ZERO; : D3D12_DEPTH_WRITE_MASK_ZERO;
// Comparison functions are the same in Direct3D 12 but plus one (minus one, // Comparison functions are the same in Direct3D 12 but plus one (minus one,
// bit 0 for less, bit 1 for equal, bit 2 for greater). // bit 0 for less, bit 1 for equal, bit 2 for greater).
update_desc_.DepthStencilState.DepthFunc = update_desc_.DepthStencilState.DepthFunc =
@ -592,9 +591,9 @@ PipelineCache::UpdateStatus PipelineCache::UpdateIBStripCutValue(
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ib_strip_cut_value = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE ib_strip_cut_value =
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
if (register_file_->values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 21)) { if (register_file_->values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32 & (1 << 21)) {
ib_strip_cut_value = index_format == IndexFormat::kInt32 ? ib_strip_cut_value = index_format == IndexFormat::kInt32
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF : ? D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF
D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF; : D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
} }
dirty |= regs.ib_strip_cut_value != ib_strip_cut_value; dirty |= regs.ib_strip_cut_value != ib_strip_cut_value;
regs.ib_strip_cut_value = ib_strip_cut_value; regs.ib_strip_cut_value = ib_strip_cut_value;
@ -841,7 +840,8 @@ ID3D12RootSignature* PipelineCache::GetRootSignature(
ID3DBlob* error_blob = nullptr; ID3DBlob* error_blob = nullptr;
if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, if (FAILED(D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1,
&blob, &error_blob))) { &blob, &error_blob))) {
XELOGE("Failed to serialize a root signature with %u pixel textures, %u " XELOGE(
"Failed to serialize a root signature with %u pixel textures, %u "
"pixel samplers, %u vertex textures and %u vertex samplers", "pixel samplers, %u vertex textures and %u vertex samplers",
pixel_textures, pixel_samplers, vertex_textures, vertex_samplers); pixel_textures, pixel_samplers, vertex_textures, vertex_samplers);
if (error_blob != nullptr) { if (error_blob != nullptr) {
@ -860,7 +860,8 @@ ID3D12RootSignature* PipelineCache::GetRootSignature(
if (FAILED(device->CreateRootSignature(0, blob->GetBufferPointer(), if (FAILED(device->CreateRootSignature(0, blob->GetBufferPointer(),
blob->GetBufferSize(), blob->GetBufferSize(),
IID_PPV_ARGS(&root_signature)))) { IID_PPV_ARGS(&root_signature)))) {
XELOGE("Failed to create a root signature with %u pixel textures, %u pixel " XELOGE(
"Failed to create a root signature with %u pixel textures, %u pixel "
"samplers, %u vertex textures and %u vertex samplers", "samplers, %u vertex textures and %u vertex samplers",
pixel_textures, pixel_samplers, vertex_textures, vertex_samplers); pixel_textures, pixel_samplers, vertex_textures, vertex_samplers);
blob->Release(); blob->Release();