[D3D12] Rough outline of render target architecture
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83cf482a50
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@ -483,7 +483,14 @@ bool D3D12CommandProcessor::SetupContext() {
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texture_cache_ = std::make_unique<TextureCache>(this, register_file_,
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shared_memory_.get());
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if (!texture_cache_->Initialize()) {
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XELOGE("Failed to initialize texture cache");
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XELOGE("Failed to initialize the texture cache");
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return false;
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}
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render_target_cache_ =
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std::make_unique<RenderTargetCache>(this, register_file_);
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if (!render_target_cache_->Initialize()) {
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XELOGE("Failed to initialize the render target cache");
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return false;
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}
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@ -509,6 +516,8 @@ void D3D12CommandProcessor::ShutdownContext() {
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view_heap_pool_.reset();
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constant_buffer_pool_.reset();
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render_target_cache_.reset();
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texture_cache_.reset();
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pipeline_cache_.reset();
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@ -570,10 +579,12 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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view_heap_pool_->ClearCache();
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constant_buffer_pool_->ClearCache();
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pipeline_cache_->ClearCache();
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render_target_cache_->ClearCache();
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texture_cache_->ClearCache();
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pipeline_cache_->ClearCache();
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for (auto it : root_signatures_) {
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it.second->Release();
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}
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@ -607,7 +618,8 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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if (enable_mode == xenos::ModeControl::kIgnore) {
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// Ignored.
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return true;
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} else if (enable_mode == xenos::ModeControl::kCopy) {
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}
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if (enable_mode == xenos::ModeControl::kCopy) {
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// Special copy handling.
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return IssueCopy();
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}
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@ -666,6 +678,9 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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bool new_frame = BeginFrame();
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auto command_list = GetCurrentCommandList();
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// Set up the render targets - this may bind pipelines.
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render_target_cache_->UpdateRenderTargets();
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// Set the primitive topology.
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D3D_PRIMITIVE_TOPOLOGY primitive_topology;
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switch (primitive_type) {
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@ -824,6 +839,8 @@ bool D3D12CommandProcessor::BeginFrame() {
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texture_cache_->BeginFrame();
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render_target_cache_->BeginFrame();
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return true;
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}
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@ -837,6 +854,8 @@ bool D3D12CommandProcessor::EndFrame() {
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auto command_list_setup = command_lists_setup_[current_queue_frame_].get();
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auto command_list = command_lists_[current_queue_frame_].get();
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render_target_cache_->EndFrame();
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bool setup_written = shared_memory_->EndFrame(
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command_list_setup->GetCommandList(), command_list->GetCommandList());
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@ -17,6 +17,7 @@
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
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#include "xenia/gpu/d3d12/pipeline_cache.h"
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#include "xenia/gpu/d3d12/render_target_cache.h"
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#include "xenia/gpu/d3d12/shared_memory.h"
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#include "xenia/gpu/d3d12/texture_cache.h"
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#include "xenia/gpu/hlsl_shader_translator.h"
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@ -169,6 +170,8 @@ class D3D12CommandProcessor : public CommandProcessor {
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std::unique_ptr<TextureCache> texture_cache_ = nullptr;
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std::unique_ptr<RenderTargetCache> render_target_cache_ = nullptr;
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std::unique_ptr<ui::d3d12::UploadBufferPool> constant_buffer_pool_ = nullptr;
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std::unique_ptr<ui::d3d12::DescriptorHeapPool> view_heap_pool_ = nullptr;
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std::unique_ptr<ui::d3d12::DescriptorHeapPool> sampler_heap_pool_ = nullptr;
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@ -0,0 +1,283 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/d3d12/render_target_cache.h"
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#include <cstring>
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/d3d12/d3d12_command_processor.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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RenderTargetCache::RenderTargetCache(D3D12CommandProcessor* command_processor,
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RegisterFile* register_file)
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: command_processor_(command_processor), register_file_(register_file) {}
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RenderTargetCache::~RenderTargetCache() { Shutdown(); }
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bool RenderTargetCache::Initialize() { return true; }
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void RenderTargetCache::Shutdown() { ClearCache(); }
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void RenderTargetCache::ClearCache() {
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for (auto render_target_pair : render_targets_) {
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RenderTarget* render_target = render_target_pair.second;
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if (render_target->resource != nullptr) {
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render_target->resource->Release();
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}
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delete render_target;
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}
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render_targets_.clear();
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for (uint32_t i = 0; i < xe::countof(heaps_); ++i) {
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if (heaps_[i] != nullptr) {
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heaps_[i]->Release();
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heaps_[i] = nullptr;
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}
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}
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}
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void RenderTargetCache::BeginFrame() { ClearBindings(); }
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void RenderTargetCache::UpdateRenderTargets(/* const D3D12_VIEWPORT& viewport,
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const D3D12_RECT& scissor */) {
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// There are two kinds of render target binding updates in this implementation
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// in case something has been changed - full and partial.
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//
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// A full update involves flushing all the currently bound render targets that
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// have been modified to the EDRAM buffer, allocating all the newly bound
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// render targets in the heaps, loading them from the EDRAM buffer and binding
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// them.
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//
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// ("Bound" here means ever used since the last full update - and in this case
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// it's bound to the Direct3D 12 command list.)
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//
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// However, Banjo-Kazooie interleaves color/depth and depth-only writes every
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// draw call, and doing a full update whenever the color mask is changed is
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// too expensive. So, we shouldn't do a full update if the game only toggles
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// color writes and depth testing. Instead, we're only adding or re-enabling
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// render targets if color writes are being enabled (adding involves loading
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// the contents from the EDRAM, while re-enabling does nothing on the D3D
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// side).
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//
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// There are cases when simply toggling render targets may still require EDRAM
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// stores and thus a full update. Here's an example situation:
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// Draw 1:
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// - 32bpp RT0 0-10 MB
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// - 32bpp RT1 3-10 MB
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// - 1280x720 viewport
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// Draw 2:
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// - 32bpp RT0 0-10 MB
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// - Inactive RT1
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// - 1280x1440 viewport
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// Draw 3:
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// - 32bpp RT0 0-10 MB
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// - 32bpp RT1 3-10 MB
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// - 1280x720 viewport
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// In this case, before draw 2, RT1 must be written to the EDRAM buffer, and
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// RT0 must be loaded, and also before draw 3 RT1 must receive the changes
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// made to the lower part of RT0. So, before draws 2 and 3, full updates must
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// be done.
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//
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// Full updates are better for memory usage than partial updates though, as
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// the render targets are re-allocated in the heaps, which means that they can
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// be allocated more tightly, preventing too many 32 MB heaps from being
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// created.
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//
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// To summarize, a full update happens if:
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// - Starting a new frame.
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// - Drawing after resolving.
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// - Surface pitch changed.
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// - Sample count changed.
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// - EDRAM base of a currently used RT changed.
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// - Format of a currently used RT changed.
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// - Current viewport contains unsaved data from previously used render
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// targets.
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// - New render target overlaps unsaved data from other bound render targets.
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// A partial update happens if:
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// - New render target is added, but doesn't overlap unsaved data from other
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// currently or previously used render targets.
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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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}
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auto& regs = *register_file_;
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uint32_t rb_surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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uint32_t surface_pitch = rb_surface_info & 0x3FFF;
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MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3);
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uint32_t rb_color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
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if (xenos::ModeControl(regs[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7) ==
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xenos::ModeControl::kDepth) {
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rb_color_mask = 0;
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}
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bool color_enabled[4] = {
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(rb_color_mask & 0xF) != 0, (rb_color_mask & 0xF0) != 0,
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(rb_color_mask & 0xF00) != 0, (rb_color_mask & 0xF000) != 0};
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uint32_t rb_color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32, regs[XE_GPU_REG_RB_COLOR3_INFO].u32};
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uint32_t rb_depthcontrol = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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bool depth_enabled = (rb_depthcontrol & (0x2 | 0x4)) != 0;
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bool full_update = false;
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// Check the following full update conditions:
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// - Starting a new frame.
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// - Drawing after resolving.
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// - Surface pitch changed.
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// - Sample count changed.
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// Draws are skipped if the surface pitch is 0, so a full update can be forced
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// in the beginning of the frame or after resolves by setting the current
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// pitch to 0.
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if (current_surface_pitch_ != surface_pitch ||
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current_msaa_samples_ != msaa_samples) {
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full_update = true;
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}
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// Check the following full update conditions:
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// - EDRAM base of a currently used RT changed.
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// - Format of a currently used RT changed.
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// TODO(Triang3l): Check the following full update conditions here:
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// - Current viewport contains unsaved data from previously used render
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// targets.
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uint32_t render_targets_to_attach = 0;
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for (uint32_t i = 0; i < 4; ++i) {
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if (!color_enabled[i]) {
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continue;
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}
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RenderTargetBinding& binding = current_bindings_[i];
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if (binding.is_bound) {
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// TODO(Triang3l): If was inactive, check if overlapping unsaved data now.
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if ((rb_color_info[i] & 0xFFF) != binding.edram_base ||
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ColorRenderTargetFormat((rb_color_info[i] >> 12) & 0xF) !=
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binding.color_format) {
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full_update = true;
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}
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} else {
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render_targets_to_attach |= 1 << i;
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}
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}
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if (depth_enabled) {
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RenderTargetBinding& binding = current_bindings_[4];
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if (binding.is_bound) {
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// TODO(Triang3l): If was inactive, check if overlapping unsaved data now.
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if ((rb_depth_info & 0xFFF) != binding.edram_base ||
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DepthRenderTargetFormat((rb_depth_info >> 12) & 0x1) !=
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binding.depth_format) {
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full_update = true;
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}
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} else {
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render_targets_to_attach |= 1 << 4;
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}
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}
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// TODO(Triang3l): Check the following full update condition here:
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// - New render target overlaps unsaved data from other bound render targets.
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// If no need to attach any new render targets, update activation state, dirty
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// regions and exit early.
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if (!full_update && !render_targets_to_attach) {
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for (uint32_t i = 0; i < 4; ++i) {
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current_bindings_[i].is_active = color_enabled[i];
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}
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current_bindings_[4].is_active = depth_enabled;
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// TODO(Triang3l): Update dirty regions.
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return;
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}
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// From this point, the function MUST NOT FAIL, otherwise bindings will be
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// left in an incomplete state.
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uint32_t heap_usage[5] = {};
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if (full_update) {
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// Export the currently bound render targets before we ruin the bindings.
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WriteRenderTargetsToEDRAM();
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ClearBindings();
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current_surface_pitch_ = surface_pitch;
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current_msaa_samples_ = msaa_samples;
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// If updating fully, need to reattach all the render targets and allocate
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// from scratch.
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for (uint32_t i = 0; i < 4; ++i) {
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if (color_enabled[i]) {
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render_targets_to_attach |= 1 << i;
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}
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}
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if (depth_enabled) {
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render_targets_to_attach |= 1 << 4;
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}
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} else {
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// If updating partially, only need to attach new render targets.
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for (uint32_t i = 0; i < 5; ++i) {
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const RenderTargetBinding& binding = current_bindings_[i];
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if (!binding.is_bound) {
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continue;
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}
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const RenderTarget* render_target = binding.render_target;
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if (render_target != nullptr) {
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// There are no holes between 4 MB pages in each heap.
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heap_usage[render_target->heap_page_first >> 3] +=
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render_target->heap_page_count;
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continue;
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}
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}
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}
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XELOGGPU("RT Cache: %s update! Pitch %u, samples %u, RTs to attach %u.",
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full_update ? "Full" : "Partial", surface_pitch, msaa_samples,
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render_targets_to_attach);
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// Allocate the new render targets.
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// TODO(Triang3l): Actually allocate them.
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// TODO(Triang3l): Load the contents from the EDRAM.
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// TODO(Triang3l): Bind the render targets to the command list.
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// Write the new bindings.
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for (uint32_t i = 0; i < 4; ++i) {
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if (!(render_targets_to_attach & (1 << i))) {
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continue;
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}
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RenderTargetBinding& binding = current_bindings_[i];
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binding.is_bound = true;
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binding.is_active = true;
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binding.edram_base = rb_color_info[i] & 0xFFF;
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binding.color_format =
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ColorRenderTargetFormat((rb_color_info[i] >> 12) & 0xF);
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}
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if (render_targets_to_attach & (1 << 4)) {
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RenderTargetBinding& binding = current_bindings_[4];
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binding.is_bound = true;
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binding.is_active = true;
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binding.edram_base = rb_depth_info & 0xFFF;
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binding.depth_format = DepthRenderTargetFormat((rb_depth_info >> 12) & 0x1);
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}
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}
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void RenderTargetCache::EndFrame() {
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WriteRenderTargetsToEDRAM();
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ClearBindings();
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}
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void RenderTargetCache::ClearBindings() {
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current_surface_pitch_ = 0;
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current_msaa_samples_ = MsaaSamples::k1X;
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std::memset(current_bindings_, 0, sizeof(current_bindings_));
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}
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void RenderTargetCache::WriteRenderTargetsToEDRAM() {}
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} // namespace d3d12
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} // namespace gpu
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} // namespace xe
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@ -0,0 +1,277 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
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#define XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
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#include <unordered_map>
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#include "xenia/gpu/d3d12/shared_memory.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/d3d12/d3d12_api.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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class D3D12CommandProcessor;
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// =============================================================================
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// How EDRAM is used by Xenos:
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// (Copied from the old version of the render target cache, so implementation
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// info may differ from the way EDRAM is emulated now.)
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// =============================================================================
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//
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// On the 360 the render target is an opaque block of memory in EDRAM that's
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// only accessible via resolves. We use this to our advantage to simulate
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// something like it as best we can by having a shared backing memory with
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// a multitude of views for each tile location in EDRAM.
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//
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// This allows us to have the same base address write to the same memory
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// regardless of framebuffer format. Resolving then uses whatever format the
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// resolve requests straight from the backing memory.
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//
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// EDRAM is a beast and we only approximate it as best we can. Basically,
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// the 10MiB of EDRAM is composed of 2048 5120b tiles. Each tile is 80x16px.
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// +-----+-----+-----+---
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// |tile0|tile1|tile2|... 2048 times
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// +-----+-----+-----+---
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// Operations dealing with EDRAM deal in tile offsets, so base 0x100 is tile
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// offset 256, 256*5120=1310720b into the buffer. All rendering operations are
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// aligned to tiles so trying to draw at 256px wide will have a real width of
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// 320px by rounding up to the next tile.
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//
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// MSAA and other settings will modify the exact pixel sizes, like 4X makes
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// each tile effectively 40x8px / 2X makes each tile 80x8px, but they are still
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// all 5120b. As we try to emulate this we adjust our viewport when rendering to
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// stretch pixels as needed.
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//
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// It appears that games also take advantage of MSAA stretching tiles when doing
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// clears. Games will clear a view with 1/2X pitch/height and 4X MSAA and then
|
||||
// later draw to that view with 1X pitch/height and 1X MSAA.
|
||||
//
|
||||
// The good news is that games cannot read EDRAM directly but must use a copy
|
||||
// operation to get the data out. That gives us a chance to do whatever we
|
||||
// need to (re-tile, etc) only when requested.
|
||||
//
|
||||
// To approximate the tiled EDRAM layout we use a single large chunk of memory.
|
||||
// From this memory we create many VkImages (and VkImageViews) of various
|
||||
// formats and dimensions as requested by the game. These are used as
|
||||
// attachments during rendering and as sources during copies. They are also
|
||||
// heavily aliased - lots of images will reference the same locations in the
|
||||
// underlying EDRAM buffer. The only requirement is that there are no hazards
|
||||
// with specific tiles (reading/writing the same tile through different images)
|
||||
// and otherwise it should be ok *fingers crossed*.
|
||||
//
|
||||
// One complication is the copy/resolve process itself: we need to give back
|
||||
// the data asked for in the format desired and where it goes is arbitrary
|
||||
// (any address in physical memory). If the game is good we get resolves of
|
||||
// EDRAM into fixed base addresses with scissored regions. If the game is bad
|
||||
// we are broken.
|
||||
//
|
||||
// Resolves from EDRAM result in tiled textures - that's texture tiles, not
|
||||
// EDRAM tiles. If we wanted to ensure byte-for-byte correctness we'd need to
|
||||
// then tile the images as we wrote them out. For now, we just attempt to
|
||||
// get the (X, Y) in linear space and do that. This really comes into play
|
||||
// when multiple resolves write to the same texture or memory aliased by
|
||||
// multiple textures - which is common due to predicated tiling. The examples
|
||||
// below demonstrate what this looks like, but the important thing is that
|
||||
// we are aware of partial textures and overlapping regions.
|
||||
//
|
||||
// Example with multiple render targets:
|
||||
// Two color targets of 256x256px tightly packed in EDRAM:
|
||||
// color target 0: base 0x0, pitch 320, scissor 0,0, 256x256
|
||||
// starts at tile 0, buffer offset 0
|
||||
// contains 64 tiles (320/80)*(256/16)
|
||||
// color target 1: base 0x40, pitch 320, scissor 256,0, 256x256
|
||||
// starts at tile 64 (after color target 0), buffer offset 327680b
|
||||
// contains 64 tiles
|
||||
// In EDRAM each set of 64 tiles is contiguous:
|
||||
// +------+------+ +------+------+------+
|
||||
// |ct0.0 |ct0.1 |...|ct0.63|ct1.0 |ct1.1 |...
|
||||
// +------+------+ +------+------+------+
|
||||
// To render into these, we setup two VkImages:
|
||||
// image 0: bound to buffer offset 0, 320x256x4=327680b
|
||||
// image 1: bound to buffer offset 327680b, 320x256x4=327680b
|
||||
// So when we render to them:
|
||||
// +------+-+ scissored to 256x256, actually 320x256
|
||||
// | . | | <- . appears at some untiled offset in the buffer, but
|
||||
// | | | consistent if aliased with the same format
|
||||
// +------+-+
|
||||
// In theory, this gives us proper aliasing in most cases.
|
||||
//
|
||||
// Example with horizontal predicated tiling:
|
||||
// Trying to render 1024x576 @4X MSAA, splitting into two regions
|
||||
// horizontally:
|
||||
// +----------+
|
||||
// | 1024x288 |
|
||||
// +----------+
|
||||
// | 1024x288 |
|
||||
// +----------+
|
||||
// EDRAM configured for 1056x288px with tile size 2112x567px (4X MSAA):
|
||||
// color target 0: base 0x0, pitch 1080, 26x36 tiles
|
||||
// First render (top):
|
||||
// window offset 0,0
|
||||
// scissor 0,0, 1024x288
|
||||
// First resolve (top):
|
||||
// RB_COPY_DEST_BASE 0x1F45D000
|
||||
// RB_COPY_DEST_PITCH pitch=1024, height=576
|
||||
// vertices: 0,0, 1024,0, 1024,288
|
||||
// Second render (bottom):
|
||||
// window offset 0,-288
|
||||
// scissor 0,288, 1024x288
|
||||
// Second resolve (bottom):
|
||||
// RB_COPY_DEST_BASE 0x1F57D000 (+1179648b)
|
||||
// RB_COPY_DEST_PITCH pitch=1024, height=576
|
||||
// (exactly 1024x288*4b after first resolve)
|
||||
// vertices: 0,288, 1024,288, 1024,576
|
||||
// Resolving here is easy as the textures are contiguous in memory. We can
|
||||
// snoop in the first resolve with the dest height to know the total size,
|
||||
// and in the second resolve see that it overlaps and place it in the
|
||||
// existing target.
|
||||
//
|
||||
// Example with vertical predicated tiling:
|
||||
// Trying to render 1280x720 @2X MSAA, splitting into two regions
|
||||
// vertically:
|
||||
// +-----+-----+
|
||||
// | 640 | 640 |
|
||||
// | x | x |
|
||||
// | 720 | 720 |
|
||||
// +-----+-----+
|
||||
// EDRAM configured for 640x736px with tile size 640x1472px (2X MSAA):
|
||||
// color target 0: base 0x0, pitch 640, 8x92 tiles
|
||||
// First render (left):
|
||||
// window offset 0,0
|
||||
// scissor 0,0, 640x720
|
||||
// First resolve (left):
|
||||
// RB_COPY_DEST_BASE 0x1BC6D000
|
||||
// RB_COPY_DEST_PITCH pitch=1280, height=720
|
||||
// vertices: 0,0, 640,0, 640,720
|
||||
// Second render (right):
|
||||
// window offset -640,0
|
||||
// scissor 640,0, 640x720
|
||||
// Second resolve (right):
|
||||
// RB_COPY_DEST_BASE 0x1BC81000 (+81920b)
|
||||
// RB_COPY_DEST_PITCH pitch=1280, height=720
|
||||
// vertices: 640,0, 1280,0, 1280,720
|
||||
// Resolving here is much more difficult as resolves are tiled and the right
|
||||
// half of the texture is 81920b away:
|
||||
// 81920/4bpp=20480px, /32 (texture tile size)=640px
|
||||
// We know the texture size with the first resolve and with the second we
|
||||
// must check for overlap then compute the offset (in both X and Y).
|
||||
//
|
||||
// =============================================================================
|
||||
// Surface size:
|
||||
// =============================================================================
|
||||
//
|
||||
// XGSurfaceSize code in game executables calculates the size in tiles in the
|
||||
// following order:
|
||||
// 1) If MSAA is >=2x, multiply the height by 2.
|
||||
// 2) If MSAA is 4x, multiply the width by 2.
|
||||
// 3) 80x16-align multisampled width and height.
|
||||
// 4) Multiply width*height by 4 or 8 depending on the pixel format.
|
||||
// 5) Divide the byte size by 5120.
|
||||
// This means that when working with EDRAM surface sizes we should assume that a
|
||||
// multisampled surface is the same as a single-sampled surface with 2x height
|
||||
// and width - however, format size doesn't effect the dimensions. Surface pitch
|
||||
// in the surface info register is single-sampled.
|
||||
class RenderTargetCache {
|
||||
public:
|
||||
RenderTargetCache(D3D12CommandProcessor* command_processor,
|
||||
RegisterFile* register_file);
|
||||
~RenderTargetCache();
|
||||
|
||||
bool Initialize();
|
||||
void Shutdown();
|
||||
void ClearCache();
|
||||
|
||||
void BeginFrame();
|
||||
// Called in the beginning of a draw call - may bind pipelines.
|
||||
void UpdateRenderTargets(/* const D3D12_VIEWPORT& viewport,
|
||||
const D3D12_RECT& scissor */);
|
||||
void EndFrame();
|
||||
|
||||
private:
|
||||
union RenderTargetKey {
|
||||
struct {
|
||||
// Supersampled dimensions. The limit is 2560x2560 without AA, 2560x5120
|
||||
// with 2x AA, and 5120x5120 with 4x AA.
|
||||
uint32_t width_ss_div_80 : 7; // 7
|
||||
uint32_t height_ss_div_16 : 9; // 16
|
||||
uint32_t is_depth : 1; // 17
|
||||
uint32_t format : 4; // 21
|
||||
};
|
||||
uint32_t value;
|
||||
|
||||
// Clearing the unused bits.
|
||||
RenderTargetKey() : value(0) {}
|
||||
RenderTargetKey(const RenderTargetKey& key) : value(key.value) {}
|
||||
RenderTargetKey& operator=(const RenderTargetKey& key) {
|
||||
value = key.value;
|
||||
return *this;
|
||||
}
|
||||
bool operator==(const RenderTargetKey& key) const {
|
||||
return value == key.value;
|
||||
}
|
||||
bool operator!=(const RenderTargetKey& key) const {
|
||||
return value != key.value;
|
||||
}
|
||||
};
|
||||
|
||||
struct RenderTarget {
|
||||
ID3D12Resource* resource;
|
||||
D3D12_RESOURCE_STATES state;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle;
|
||||
RenderTargetKey key;
|
||||
// The first 4 MB page in the heaps.
|
||||
uint32_t heap_page_first;
|
||||
// Number of 4 MB pages this render target uses.
|
||||
uint32_t heap_page_count;
|
||||
};
|
||||
|
||||
struct RenderTargetBinding {
|
||||
// Whether this render target has been used since the last full update.
|
||||
bool is_bound;
|
||||
// Whether the render target was actually used in the last draw.
|
||||
bool is_active;
|
||||
uint32_t edram_base;
|
||||
union {
|
||||
ColorRenderTargetFormat color_format;
|
||||
DepthRenderTargetFormat depth_format;
|
||||
};
|
||||
RenderTarget* render_target;
|
||||
};
|
||||
|
||||
void ClearBindings();
|
||||
|
||||
// Must be in a frame to call. Writes the dirty areas of the currently bound
|
||||
// render targets and marks them as clean.
|
||||
void WriteRenderTargetsToEDRAM();
|
||||
|
||||
D3D12CommandProcessor* command_processor_;
|
||||
RegisterFile* register_file_;
|
||||
|
||||
// 32 MB heaps backing used render targets resources, created when needed.
|
||||
// 24 MB proved to be not enough to store a single render target occupying the
|
||||
// entire EDRAM - a 32-bit depth/stencil one - at some resolution.
|
||||
ID3D12Heap* heaps_[5] = {};
|
||||
|
||||
std::unordered_multimap<uint32_t, RenderTarget*> render_targets_;
|
||||
|
||||
uint32_t current_surface_pitch_ = 0;
|
||||
MsaaSamples current_msaa_samples_ = MsaaSamples::k1X;
|
||||
RenderTargetBinding current_bindings_[5] = {};
|
||||
};
|
||||
|
||||
} // namespace d3d12
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_D3D12_RENDER_TARGET_CACHE_H_
|
|
@ -196,7 +196,6 @@ bool TextureCache::Initialize() {
|
|||
}
|
||||
}
|
||||
|
||||
ClearBindings();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -215,6 +214,18 @@ void TextureCache::Shutdown() {
|
|||
}
|
||||
}
|
||||
|
||||
void TextureCache::ClearCache() {
|
||||
// Destroy all the textures.
|
||||
for (auto texture_pair : textures_) {
|
||||
Texture* texture = texture_pair.second;
|
||||
if (texture->resource != nullptr) {
|
||||
texture->resource->Release();
|
||||
}
|
||||
delete texture;
|
||||
}
|
||||
textures_.clear();
|
||||
}
|
||||
|
||||
void TextureCache::TextureFetchConstantWritten(uint32_t index) {
|
||||
texture_keys_in_sync_ &= ~(1u << index);
|
||||
}
|
||||
|
@ -300,20 +311,6 @@ void TextureCache::RequestTextures(uint32_t used_vertex_texture_mask,
|
|||
}
|
||||
}
|
||||
|
||||
void TextureCache::ClearCache() {
|
||||
ClearBindings();
|
||||
|
||||
// Destroy all the textures.
|
||||
for (auto texture_pair : textures_) {
|
||||
Texture* texture = texture_pair.second;
|
||||
if (texture->resource != nullptr) {
|
||||
texture->resource->Release();
|
||||
}
|
||||
delete texture;
|
||||
}
|
||||
textures_.clear();
|
||||
}
|
||||
|
||||
void TextureCache::WriteTextureSRV(uint32_t fetch_constant,
|
||||
TextureDimension shader_dimension,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle) {
|
||||
|
|
|
@ -59,6 +59,7 @@ class TextureCache {
|
|||
|
||||
bool Initialize();
|
||||
void Shutdown();
|
||||
void ClearCache();
|
||||
|
||||
void TextureFetchConstantWritten(uint32_t index);
|
||||
|
||||
|
@ -71,8 +72,6 @@ class TextureCache {
|
|||
void RequestTextures(uint32_t used_vertex_texture_mask,
|
||||
uint32_t used_pixel_texture_mask);
|
||||
|
||||
void ClearCache();
|
||||
|
||||
void WriteTextureSRV(uint32_t fetch_constant,
|
||||
TextureDimension shader_dimension,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||
|
|
Loading…
Reference in New Issue