[D3D12] Fix texture binding hashing
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131525e44d
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@ -1166,11 +1166,9 @@ 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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new_texture_bindings_hash_vertex, new_texture_bindings_hash_pixel);
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pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0);
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// Update viewport, scissor, blend factor and stencil reference.
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UpdateFixedFunctionState(command_list);
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@ -1187,9 +1185,8 @@ 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, root_signature,
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new_texture_bindings_hash_vertex,
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new_texture_bindings_hash_pixel)) {
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if (!UpdateBindings(command_list, vertex_shader, pixel_shader,
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root_signature)) {
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return false;
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}
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@ -1338,8 +1335,8 @@ 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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texture_bindings_written_vertex_ = false;
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texture_bindings_written_pixel_ = false;
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primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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command_lists_[current_queue_frame_]->BeginRecording();
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@ -1802,9 +1799,7 @@ 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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uint64_t new_texture_bindings_hash_vertex,
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uint64_t new_texture_bindings_hash_pixel) {
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const D3D12Shader* pixel_shader, ID3D12RootSignature* root_signature) {
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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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@ -1836,9 +1831,19 @@ bool D3D12CommandProcessor::UpdateBindings(
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pixel_samplers = nullptr;
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pixel_sampler_count = 0;
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}
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uint64_t new_pixel_texture_bindings_hash =
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pixel_texture_count != 0
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? texture_cache_->GetDescriptorHashForActiveTextures(
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pixel_textures, pixel_texture_count)
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: 0;
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uint32_t vertex_texture_count, vertex_sampler_count;
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const D3D12Shader::TextureSRV* vertex_textures =
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vertex_shader->GetTextureSRVs(vertex_texture_count);
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uint64_t new_vertex_texture_bindings_hash =
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vertex_texture_count != 0
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? texture_cache_->GetDescriptorHashForActiveTextures(
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vertex_textures, vertex_texture_count)
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: 0;
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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 sampler_count = pixel_sampler_count + vertex_sampler_count;
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@ -1849,14 +1854,15 @@ 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 samplers only if shaders or binding
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// hash change.
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// TODO(Triang3l): Update samplers only if shaders or binding hash change.
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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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(!texture_bindings_written_vertex_ ||
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texture_bindings_hash_vertex_ != new_vertex_texture_bindings_hash);
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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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(!texture_bindings_written_pixel_ ||
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texture_bindings_hash_pixel_ != new_pixel_texture_bindings_hash);
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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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@ -2068,6 +2074,8 @@ bool D3D12CommandProcessor::UpdateBindings(
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write_bool_loop_constant_view = true;
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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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texture_bindings_written_vertex_ = false;
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texture_bindings_written_pixel_ = false;
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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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@ -2153,7 +2161,8 @@ bool D3D12CommandProcessor::UpdateBindings(
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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_pixel_ = new_texture_bindings_hash_pixel;
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texture_bindings_written_pixel_ = true;
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texture_bindings_hash_pixel_ = new_pixel_texture_bindings_hash;
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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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@ -2168,7 +2177,8 @@ bool D3D12CommandProcessor::UpdateBindings(
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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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texture_bindings_written_vertex_ = true;
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texture_bindings_hash_vertex_ = new_vertex_texture_bindings_hash;
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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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@ -193,9 +193,7 @@ 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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uint64_t new_texture_bindings_hash_vertex,
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uint64_t new_texture_bindings_hash_pixel);
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ID3D12RootSignature* root_signature);
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bool cache_clear_requested_ = false;
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@ -303,7 +301,13 @@ 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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// Whether the last used texture bindings have been written to the current
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// view descriptor heap.
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bool texture_bindings_written_vertex_;
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bool texture_bindings_written_pixel_;
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// Hashes of the last texture bindings written to the current view descriptor
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// heap with the last used descriptor layout. Valid only when the
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// corresponding "written" variables are true.
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uint64_t texture_bindings_hash_vertex_;
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uint64_t texture_bindings_hash_pixel_;
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@ -294,11 +294,7 @@ 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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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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shared_memory_(shared_memory) {}
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TextureCache::~TextureCache() { Shutdown(); }
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@ -433,9 +429,7 @@ 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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uint64_t& descriptor_layout_vertex_hash_out,
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uint64_t& descriptor_layout_pixel_hash_out) {
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uint32_t used_pixel_texture_mask) {
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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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@ -506,31 +500,24 @@ 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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}
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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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uint64_t TextureCache::GetDescriptorHashForActiveTextures(
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const D3D12Shader::TextureSRV* texture_srvs,
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uint32_t texture_srv_count) const {
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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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for (uint32_t i = 0; i < texture_srv_count; ++i) {
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const D3D12Shader::TextureSRV& texture_srv = texture_srvs[i];
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// There can be multiple SRVs of the same texture.
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XXH64_update(&hash_state, &texture_srv.dimension,
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sizeof(texture_srv.dimension));
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const TextureBinding& binding =
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texture_bindings_[texture_srv.fetch_constant];
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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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return XXH64_digest(&hash_state);
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}
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void TextureCache::WriteTextureSRV(uint32_t fetch_constant,
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@ -13,6 +13,7 @@
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#include <atomic>
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#include <unordered_map>
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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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/texture_info.h"
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@ -72,12 +73,13 @@ 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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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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uint32_t used_pixel_texture_mask);
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// Returns the hash of the current bindings (must be called after
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// RequestTextures) for the provided SRV descriptor layout.
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uint64_t GetDescriptorHashForActiveTextures(
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const D3D12Shader::TextureSRV* texture_srvs,
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uint32_t texture_srv_count) const;
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void WriteTextureSRV(uint32_t fetch_constant,
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TextureDimension shader_dimension,
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@ -371,8 +373,6 @@ 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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