Not crashing (but also likely not working) EDRAM emulation.
This commit is contained in:
parent
8820c73532
commit
de1e4661ff
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@ -13,6 +13,7 @@
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#include "third_party/stb/stb_image_write.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/profiling.h"
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#include "xenia/base/string.h"
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#include "xenia/base/threading.h"
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#include "xenia/gpu/command_processor.h"
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@ -189,10 +190,16 @@ void TraceDump::Run() {
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});
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xe::threading::Fence capture_fence;
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bool did_capture = false;
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loop_->PostDelayed(
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[&]() {
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// Capture.
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auto raw_image = window_->context()->Capture();
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if (!raw_image) {
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// Failed to capture anything.
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capture_fence.Signal();
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return;
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}
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// Save framebuffer png.
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std::string png_path = xe::to_string(base_output_path_ + L".png");
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@ -201,6 +208,7 @@ void TraceDump::Run() {
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raw_image->data.data(),
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static_cast<int>(raw_image->stride));
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did_capture = true;
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capture_fence.Signal();
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},
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50);
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@ -211,10 +219,13 @@ void TraceDump::Run() {
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loop_->Quit();
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loop_->AwaitQuit();
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player_.reset();
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emulator_.reset();
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Profiler::Shutdown();
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window_.reset();
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loop_.reset();
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player_.reset();
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emulator_.reset();
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// TODO(benvanik): die if failed to capture?
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}
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} // namespace gpu
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@ -84,7 +84,7 @@ VulkanShader* PipelineCache::LoadShader(ShaderType shader_type,
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}
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bool PipelineCache::ConfigurePipeline(VkCommandBuffer command_buffer,
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VkRenderPass render_pass,
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const RenderState* render_state,
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VulkanShader* vertex_shader,
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VulkanShader* pixel_shader,
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PrimitiveType primitive_type) {
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@ -14,6 +14,7 @@
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/spirv_shader_translator.h"
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#include "xenia/gpu/vulkan/render_cache.h"
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#include "xenia/gpu/vulkan/vulkan_shader.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/spirv/spirv_disassembler.h"
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@ -42,7 +43,8 @@ class PipelineCache {
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// in the command buffer is issued at this time.
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// Returns whether the pipeline could be successfully created.
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bool ConfigurePipeline(VkCommandBuffer command_buffer,
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VkRenderPass render_pass, VulkanShader* vertex_shader,
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const RenderState* render_state,
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VulkanShader* vertex_shader,
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VulkanShader* pixel_shader,
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PrimitiveType primitive_type);
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@ -9,6 +9,8 @@
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#include "xenia/gpu/vulkan/render_cache.h"
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#include <algorithm>
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/base/memory.h"
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@ -20,55 +22,711 @@ namespace xe {
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namespace gpu {
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namespace vulkan {
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using namespace xe::gpu::xenos;
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using xe::ui::vulkan::CheckResult;
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constexpr uint32_t kEdramBufferCapacity = 10 * 1024 * 1024;
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VkFormat ColorRenderTargetFormatToVkFormat(ColorRenderTargetFormat format) {
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switch (format) {
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case ColorRenderTargetFormat::k_8_8_8_8:
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case ColorRenderTargetFormat::k_8_8_8_8_GAMMA:
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return VK_FORMAT_R8G8B8A8_UNORM;
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case ColorRenderTargetFormat::k_2_10_10_10:
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case ColorRenderTargetFormat::k_2_10_10_10_unknown:
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return VK_FORMAT_A2R10G10B10_UNORM_PACK32;
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case ColorRenderTargetFormat::k_2_10_10_10_FLOAT:
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case ColorRenderTargetFormat::k_2_10_10_10_FLOAT_unknown:
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// WARNING: this is wrong, most likely - no float form in vulkan?
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XELOGW("Unsupported EDRAM format k_2_10_10_10_FLOAT used");
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return VK_FORMAT_A2R10G10B10_SSCALED_PACK32;
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case ColorRenderTargetFormat::k_16_16:
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return VK_FORMAT_R16G16_UNORM;
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case ColorRenderTargetFormat::k_16_16_16_16:
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return VK_FORMAT_R16G16B16A16_UNORM;
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case ColorRenderTargetFormat::k_16_16_FLOAT:
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return VK_FORMAT_R16G16_SFLOAT;
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case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
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return VK_FORMAT_R16G16B16A16_SFLOAT;
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case ColorRenderTargetFormat::k_32_FLOAT:
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return VK_FORMAT_R32_SFLOAT;
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case ColorRenderTargetFormat::k_32_32_FLOAT:
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return VK_FORMAT_R32G32_SFLOAT;
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default:
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assert_unhandled_case(key.edram_format);
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return VK_FORMAT_UNDEFINED;
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}
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}
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VkFormat DepthRenderTargetFormatToVkFormat(DepthRenderTargetFormat format) {
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switch (format) {
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case DepthRenderTargetFormat::kD24S8:
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return VK_FORMAT_D24_UNORM_S8_UINT;
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case DepthRenderTargetFormat::kD24FS8:
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// TODO(benvanik): some way to emulate? resolve-time flag?
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XELOGW("Unsupported EDRAM format kD24FS8 used");
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return VK_FORMAT_D24_UNORM_S8_UINT;
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default:
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return VK_FORMAT_UNDEFINED;
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}
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}
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// Cached view into the EDRAM memory.
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// The image is aliased to a region of the edram_memory_ based on the tile
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// parameters.
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// TODO(benvanik): reuse VkImage's with multiple VkViews for compatible
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// formats?
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class CachedTileView {
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public:
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// Key identifying the view in the cache.
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TileViewKey key;
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// Image mapped into EDRAM.
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VkImage image = nullptr;
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// Simple view on the image matching the format.
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VkImageView image_view = nullptr;
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CachedTileView(VkDevice device, VkDeviceMemory edram_memory,
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TileViewKey view_key);
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~CachedTileView();
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bool IsEqual(const TileViewKey& other_key) const {
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auto a = reinterpret_cast<const uint64_t*>(&key);
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auto b = reinterpret_cast<const uint64_t*>(&other_key);
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return *a == *b;
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}
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private:
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VkDevice device_ = nullptr;
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};
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// Cached framebuffer referencing tile attachments.
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// Each framebuffer is specific to a render pass. Ugh.
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class CachedFramebuffer {
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public:
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// TODO(benvanik): optimized key? tile base + format for each?
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// Framebuffer with the attachments ready for use in the parent render pass.
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VkFramebuffer handle = nullptr;
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// Width of the framebuffer in pixels.
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uint32_t width = 0;
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// Height of the framebuffer in pixels.
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uint32_t height = 0;
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// References to color attachments, if used.
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CachedTileView* color_attachments[4] = {nullptr};
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// Reference to depth/stencil attachment, if used.
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CachedTileView* depth_stencil_attachment = nullptr;
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CachedFramebuffer(VkDevice device, VkRenderPass render_pass,
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uint32_t surface_width, uint32_t surface_height,
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CachedTileView* target_color_attachments[4],
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CachedTileView* target_depth_stencil_attachment);
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~CachedFramebuffer();
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bool IsCompatible(const RenderConfiguration& desired_config) const;
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private:
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VkDevice device_ = nullptr;
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};
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// Cached render passes based on register states.
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// Each render pass is dependent on the format, dimensions, and use of
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// all attachments. The same render pass can be reused for multiple
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// framebuffers pointing at various tile views, though those cached
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// framebuffers are specific to the render pass.
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class CachedRenderPass {
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public:
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// Configuration this pass was created with.
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RenderConfiguration config;
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// Initialized render pass for the register state.
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VkRenderPass handle = nullptr;
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// Cache of framebuffers for the various tile attachments.
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std::vector<CachedFramebuffer*> cached_framebuffers;
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CachedRenderPass(VkDevice device, const RenderConfiguration& desired_config);
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~CachedRenderPass();
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bool IsCompatible(const RenderConfiguration& desired_config) const;
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private:
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VkDevice device_ = nullptr;
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};
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CachedTileView::CachedTileView(VkDevice device, VkDeviceMemory edram_memory,
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TileViewKey view_key)
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: device_(device), key(std::move(view_key)) {
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// Map format to Vulkan.
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VkFormat vulkan_format = VK_FORMAT_UNDEFINED;
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uint32_t bpp = 4;
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if (key.color_or_depth) {
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auto edram_format = static_cast<ColorRenderTargetFormat>(key.edram_format);
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vulkan_format = ColorRenderTargetFormatToVkFormat(edram_format);
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switch (edram_format) {
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case ColorRenderTargetFormat::k_16_16_16_16:
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case ColorRenderTargetFormat::k_16_16_16_16_FLOAT:
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case ColorRenderTargetFormat::k_32_32_FLOAT:
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bpp = 8;
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break;
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default:
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bpp = 4;
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break;
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}
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} else {
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auto edram_format = static_cast<DepthRenderTargetFormat>(key.edram_format);
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vulkan_format = DepthRenderTargetFormatToVkFormat(edram_format);
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}
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assert_true(vulkan_format != VK_FORMAT_UNDEFINED);
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assert_true(bpp == 4);
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// Create the image with the desired properties.
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VkImageCreateInfo image_info;
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image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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image_info.pNext = nullptr;
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// TODO(benvanik): exploit VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT so we can have
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// multiple views.
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image_info.flags = 0;
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image_info.imageType = VK_IMAGE_TYPE_2D;
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image_info.format = vulkan_format;
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image_info.extent.width = key.tile_width * 80;
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image_info.extent.height = key.tile_height * 16;
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image_info.extent.depth = 1;
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image_info.mipLevels = 1;
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image_info.arrayLayers = 1;
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// TODO(benvanik): native MSAA support?
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image_info.samples = VK_SAMPLE_COUNT_1_BIT;
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image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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image_info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
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VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT;
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image_info.usage |= key.color_or_depth
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? VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
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: VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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image_info.queueFamilyIndexCount = 0;
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image_info.pQueueFamilyIndices = nullptr;
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image_info.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
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auto err = vkCreateImage(device_, &image_info, nullptr, &image);
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CheckResult(err, "vkCreateImage");
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// Verify our assumptions about memory layout are correct.
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VkDeviceSize edram_offset = key.tile_offset * 5120;
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VkMemoryRequirements memory_requirements;
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vkGetImageMemoryRequirements(device, image, &memory_requirements);
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assert_true(edram_offset + memory_requirements.size <= kEdramBufferCapacity);
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assert_true(edram_offset % memory_requirements.alignment == 0);
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// Bind to the region of EDRAM we occupy.
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err = vkBindImageMemory(device_, image, edram_memory, edram_offset);
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CheckResult(err, "vkBindImageMemory");
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// Create the image view we'll use to attach it to a framebuffer.
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VkImageViewCreateInfo image_view_info;
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image_view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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image_view_info.pNext = nullptr;
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image_view_info.flags = 0;
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image_view_info.image = image;
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image_view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
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image_view_info.format = image_info.format;
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// TODO(benvanik): manipulate? may not be able to when attached.
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image_view_info.components = {
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VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B,
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VK_COMPONENT_SWIZZLE_A,
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};
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image_view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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if (key.color_or_depth) {
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image_view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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} else {
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image_view_info.subresourceRange.aspectMask =
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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}
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err = vkCreateImageView(device_, &image_view_info, nullptr, &image_view);
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CheckResult(err, "vkCreateImageView");
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// TODO(benvanik): transition to general layout?
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}
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CachedTileView::~CachedTileView() {
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vkDestroyImageView(device_, image_view, nullptr);
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vkDestroyImage(device_, image, nullptr);
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}
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CachedFramebuffer::CachedFramebuffer(
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VkDevice device, VkRenderPass render_pass, uint32_t surface_width,
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uint32_t surface_height, CachedTileView* target_color_attachments[4],
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CachedTileView* target_depth_stencil_attachment)
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: device_(device),
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width(surface_width),
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height(surface_height),
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depth_stencil_attachment(target_depth_stencil_attachment) {
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for (int i = 0; i < 4; ++i) {
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color_attachments[i] = target_color_attachments[i];
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}
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// Create framebuffer.
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VkImageView image_views[5] = {nullptr};
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int image_view_count = 0;
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for (int i = 0; i < 4; ++i) {
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if (color_attachments[i]) {
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image_views[image_view_count++] = color_attachments[i]->image_view;
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}
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}
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if (depth_stencil_attachment) {
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image_views[image_view_count++] = depth_stencil_attachment->image_view;
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}
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VkFramebufferCreateInfo framebuffer_info;
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framebuffer_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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framebuffer_info.pNext = nullptr;
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framebuffer_info.renderPass = render_pass;
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framebuffer_info.attachmentCount = image_view_count;
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framebuffer_info.pAttachments = image_views;
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framebuffer_info.width = width;
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framebuffer_info.height = height;
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framebuffer_info.layers = 1;
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auto err = vkCreateFramebuffer(device_, &framebuffer_info, nullptr, &handle);
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CheckResult(err, "vkCreateFramebuffer");
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}
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CachedFramebuffer::~CachedFramebuffer() {
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vkDestroyFramebuffer(device_, handle, nullptr);
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}
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bool CachedFramebuffer::IsCompatible(
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const RenderConfiguration& desired_config) const {
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// We already know all render pass things line up, so let's verify dimensions,
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// edram offsets, etc. We need an exact match.
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// TODO(benvanik): separate image views from images in tiles and store in fb?
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for (int i = 0; i < 4; ++i) {
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// Ensure the the attachment points to the same tile.
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if (!color_attachments[i]) {
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continue;
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}
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auto& color_info = color_attachments[i]->key;
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auto& desired_color_info = desired_config.color[i];
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if (color_info.tile_offset != desired_color_info.edram_base ||
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color_info.edram_format !=
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static_cast<uint16_t>(desired_color_info.format)) {
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return false;
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}
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}
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// Ensure depth attachment is correct.
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if (depth_stencil_attachment &&
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(depth_stencil_attachment->key.tile_offset !=
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desired_config.depth_stencil.edram_base ||
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depth_stencil_attachment->key.edram_format !=
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static_cast<uint16_t>(desired_config.depth_stencil.format))) {
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return false;
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}
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return true;
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}
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CachedRenderPass::CachedRenderPass(VkDevice device,
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const RenderConfiguration& desired_config)
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: device_(device) {
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std::memcpy(&config, &desired_config, sizeof(config));
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// Initialize all attachments to default unused.
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// As we set layout(location=RT) in shaders we must always provide 4.
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VkAttachmentDescription attachments[5];
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for (int i = 0; i < 4; ++i) {
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attachments[i].flags = 0;
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attachments[i].format = VK_FORMAT_UNDEFINED;
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attachments[i].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[i].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachments[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachments[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[i].initialLayout = VK_IMAGE_LAYOUT_GENERAL;
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attachments[i].finalLayout = VK_IMAGE_LAYOUT_GENERAL;
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}
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auto& depth_stencil_attachment = attachments[4];
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depth_stencil_attachment.flags = 0;
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depth_stencil_attachment.format = VK_FORMAT_UNDEFINED;
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depth_stencil_attachment.samples = VK_SAMPLE_COUNT_1_BIT;
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depth_stencil_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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depth_stencil_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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depth_stencil_attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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depth_stencil_attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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depth_stencil_attachment.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
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depth_stencil_attachment.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
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VkAttachmentReference depth_stencil_attachment_ref;
|
||||
depth_stencil_attachment_ref.attachment = VK_ATTACHMENT_UNUSED;
|
||||
depth_stencil_attachment_ref.layout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
|
||||
// Configure attachments based on what's enabled.
|
||||
VkAttachmentReference color_attachment_refs[4];
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
auto& color_config = config.color[i];
|
||||
// TODO(benvanik): see how loose we can be with these.
|
||||
attachments[i].format =
|
||||
ColorRenderTargetFormatToVkFormat(color_config.format);
|
||||
auto& color_attachment_ref = color_attachment_refs[i];
|
||||
color_attachment_ref.attachment = i;
|
||||
color_attachment_ref.layout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
}
|
||||
auto& depth_config = config.depth_stencil;
|
||||
depth_stencil_attachment_ref.attachment = 4;
|
||||
depth_stencil_attachment.format =
|
||||
DepthRenderTargetFormatToVkFormat(depth_config.format);
|
||||
|
||||
// Single subpass that writes to our attachments.
|
||||
VkSubpassDescription subpass_info;
|
||||
subpass_info.flags = 0;
|
||||
subpass_info.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpass_info.inputAttachmentCount = 0;
|
||||
subpass_info.pInputAttachments = nullptr;
|
||||
subpass_info.colorAttachmentCount = 4;
|
||||
subpass_info.pColorAttachments = color_attachment_refs;
|
||||
subpass_info.pResolveAttachments = nullptr;
|
||||
subpass_info.pDepthStencilAttachment = &depth_stencil_attachment_ref;
|
||||
subpass_info.preserveAttachmentCount = 0;
|
||||
subpass_info.pPreserveAttachments = nullptr;
|
||||
|
||||
// Create the render pass.
|
||||
VkRenderPassCreateInfo render_pass_info;
|
||||
render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
||||
render_pass_info.pNext = nullptr;
|
||||
render_pass_info.attachmentCount = 5;
|
||||
render_pass_info.pAttachments = attachments;
|
||||
render_pass_info.subpassCount = 1;
|
||||
render_pass_info.pSubpasses = &subpass_info;
|
||||
render_pass_info.dependencyCount = 0;
|
||||
render_pass_info.pDependencies = nullptr;
|
||||
auto err = vkCreateRenderPass(device_, &render_pass_info, nullptr, &handle);
|
||||
CheckResult(err, "vkCreateRenderPass");
|
||||
}
|
||||
|
||||
CachedRenderPass::~CachedRenderPass() {
|
||||
for (auto framebuffer : cached_framebuffers) {
|
||||
delete framebuffer;
|
||||
}
|
||||
cached_framebuffers.clear();
|
||||
|
||||
vkDestroyRenderPass(device_, handle, nullptr);
|
||||
}
|
||||
|
||||
bool CachedRenderPass::IsCompatible(
|
||||
const RenderConfiguration& desired_config) const {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
// TODO(benvanik): allow compatible vulkan formats.
|
||||
if (config.color[i].format != desired_config.color[i].format) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (config.depth_stencil.format != desired_config.depth_stencil.format) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
RenderCache::RenderCache(RegisterFile* register_file,
|
||||
ui::vulkan::VulkanDevice* device)
|
||||
: register_file_(register_file), device_(*device) {}
|
||||
: register_file_(register_file), device_(*device) {
|
||||
// Create the buffer we'll bind to our memory.
|
||||
// We do this first so we can get the right memory type.
|
||||
VkBufferCreateInfo buffer_info;
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.pNext = nullptr;
|
||||
buffer_info.flags = 0;
|
||||
buffer_info.size = kEdramBufferCapacity;
|
||||
buffer_info.usage =
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
buffer_info.queueFamilyIndexCount = 0;
|
||||
buffer_info.pQueueFamilyIndices = nullptr;
|
||||
auto err = vkCreateBuffer(*device, &buffer_info, nullptr, &edram_buffer_);
|
||||
CheckResult(err, "vkCreateBuffer");
|
||||
|
||||
RenderCache::~RenderCache() = default;
|
||||
// Query requirements for the buffer.
|
||||
// It should be 1:1.
|
||||
VkMemoryRequirements buffer_requirements;
|
||||
vkGetBufferMemoryRequirements(device_, edram_buffer_, &buffer_requirements);
|
||||
assert_true(buffer_requirements.size == kEdramBufferCapacity);
|
||||
|
||||
VkRenderPass RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader) {
|
||||
// Create a dummy image so we can see what memory bits it requires.
|
||||
// They should overlap with the buffer requirements but are likely more
|
||||
// strict.
|
||||
VkImageCreateInfo test_image_info;
|
||||
test_image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
||||
test_image_info.pNext = nullptr;
|
||||
test_image_info.flags = 0;
|
||||
test_image_info.imageType = VK_IMAGE_TYPE_2D;
|
||||
test_image_info.format = VK_FORMAT_R8G8B8A8_UINT;
|
||||
test_image_info.extent.width = 128;
|
||||
test_image_info.extent.height = 128;
|
||||
test_image_info.extent.depth = 1;
|
||||
test_image_info.mipLevels = 1;
|
||||
test_image_info.arrayLayers = 1;
|
||||
test_image_info.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
test_image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
|
||||
test_image_info.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
test_image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
test_image_info.queueFamilyIndexCount = 0;
|
||||
test_image_info.pQueueFamilyIndices = nullptr;
|
||||
test_image_info.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
VkImage test_image = nullptr;
|
||||
err = vkCreateImage(device_, &test_image_info, nullptr, &test_image);
|
||||
CheckResult(err, "vkCreateImage");
|
||||
VkMemoryRequirements image_requirements;
|
||||
vkGetImageMemoryRequirements(device_, test_image, &image_requirements);
|
||||
vkDestroyImage(device_, test_image, nullptr);
|
||||
assert_true((image_requirements.memoryTypeBits &
|
||||
buffer_requirements.memoryTypeBits) != 0);
|
||||
|
||||
// Allocate EDRAM memory.
|
||||
VkMemoryRequirements memory_requirements;
|
||||
memory_requirements.size = buffer_requirements.size;
|
||||
memory_requirements.alignment = buffer_requirements.alignment;
|
||||
memory_requirements.memoryTypeBits = image_requirements.memoryTypeBits;
|
||||
// TODO(benvanik): do we need it host visible?
|
||||
edram_memory_ = device->AllocateMemory(memory_requirements, 0);
|
||||
|
||||
// Bind buffer to map our entire memory.
|
||||
vkBindBufferMemory(device_, edram_buffer_, edram_memory_, 0);
|
||||
}
|
||||
|
||||
RenderCache::~RenderCache() {
|
||||
// TODO(benvanik): wait for idle.
|
||||
|
||||
// Dispose all render passes (and their framebuffers).
|
||||
for (auto render_pass : cached_render_passes_) {
|
||||
delete render_pass;
|
||||
}
|
||||
cached_render_passes_.clear();
|
||||
|
||||
// Dispose all of our cached tile views.
|
||||
for (auto tile_view : cached_tile_views_) {
|
||||
delete tile_view;
|
||||
}
|
||||
cached_tile_views_.clear();
|
||||
|
||||
// Release underlying EDRAM memory.
|
||||
vkDestroyBuffer(device_, edram_buffer_, nullptr);
|
||||
vkFreeMemory(device_, edram_memory_, nullptr);
|
||||
}
|
||||
|
||||
const RenderState* RenderCache::BeginRenderPass(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader) {
|
||||
assert_null(current_command_buffer_);
|
||||
current_command_buffer_ = command_buffer;
|
||||
|
||||
// Lookup or construct a render pass compatible with our current state.
|
||||
VkRenderPass render_pass = nullptr;
|
||||
auto config = ¤t_state_.config;
|
||||
CachedRenderPass* render_pass = nullptr;
|
||||
CachedFramebuffer* framebuffer = nullptr;
|
||||
auto& regs = shadow_registers_;
|
||||
bool dirty = false;
|
||||
dirty |= SetShadowRegister(®s.rb_modecontrol, XE_GPU_REG_RB_MODECONTROL);
|
||||
dirty |= SetShadowRegister(®s.rb_surface_info, XE_GPU_REG_RB_SURFACE_INFO);
|
||||
dirty |= SetShadowRegister(®s.rb_color_info, XE_GPU_REG_RB_COLOR_INFO);
|
||||
dirty |= SetShadowRegister(®s.rb_color1_info, XE_GPU_REG_RB_COLOR1_INFO);
|
||||
dirty |= SetShadowRegister(®s.rb_color2_info, XE_GPU_REG_RB_COLOR2_INFO);
|
||||
dirty |= SetShadowRegister(®s.rb_color3_info, XE_GPU_REG_RB_COLOR3_INFO);
|
||||
dirty |= SetShadowRegister(®s.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO);
|
||||
dirty |= SetShadowRegister(®s.pa_sc_window_scissor_tl,
|
||||
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL);
|
||||
dirty |= SetShadowRegister(®s.pa_sc_window_scissor_br,
|
||||
XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR);
|
||||
if (!dirty && current_state_.render_pass) {
|
||||
// No registers have changed so we can reuse the previous render pass -
|
||||
// just begin with what we had.
|
||||
render_pass = current_state_.render_pass;
|
||||
framebuffer = current_state_.framebuffer;
|
||||
} else {
|
||||
// Re-parse configuration.
|
||||
if (!ParseConfiguration(config)) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Begin render pass.
|
||||
// Lookup or generate a new render pass and framebuffer for the new state.
|
||||
if (!ConfigureRenderPass(config, &render_pass, &framebuffer)) {
|
||||
return nullptr;
|
||||
}
|
||||
current_state_.render_pass = render_pass;
|
||||
current_state_.framebuffer = framebuffer;
|
||||
}
|
||||
if (!render_pass) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Setup render pass in command buffer.
|
||||
// This is meant to preserve previous contents as we may be called
|
||||
// repeatedly.
|
||||
VkRenderPassBeginInfo render_pass_begin_info;
|
||||
render_pass_begin_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
render_pass_begin_info.pNext = nullptr;
|
||||
render_pass_begin_info.renderPass = render_pass;
|
||||
|
||||
// Target framebuffer.
|
||||
// render_pass_begin_info.framebuffer = current_buffer.framebuffer;
|
||||
render_pass_begin_info.renderPass = render_pass->handle;
|
||||
render_pass_begin_info.framebuffer = framebuffer->handle;
|
||||
|
||||
// Render into the entire buffer (or at least tell the API we are doing
|
||||
// this). In theory it'd be better to clip this to the scissor region, but
|
||||
// the docs warn anything but the full framebuffer may be slow.
|
||||
render_pass_begin_info.renderArea.offset.x = 0;
|
||||
render_pass_begin_info.renderArea.offset.y = 0;
|
||||
// render_pass_begin_info.renderArea.extent.width = surface_width_;
|
||||
// render_pass_begin_info.renderArea.extent.height = surface_height_;
|
||||
render_pass_begin_info.renderArea.extent.width = config->surface_pitch_px;
|
||||
render_pass_begin_info.renderArea.extent.height = config->surface_height_px;
|
||||
|
||||
// Configure clear color, if clearing.
|
||||
VkClearValue color_clear_value;
|
||||
color_clear_value.color.float32[0] = 238 / 255.0f;
|
||||
color_clear_value.color.float32[1] = 238 / 255.0f;
|
||||
color_clear_value.color.float32[2] = 238 / 255.0f;
|
||||
color_clear_value.color.float32[3] = 1.0f;
|
||||
VkClearValue clear_values[] = {color_clear_value};
|
||||
render_pass_begin_info.clearValueCount =
|
||||
static_cast<uint32_t>(xe::countof(clear_values));
|
||||
render_pass_begin_info.pClearValues = clear_values;
|
||||
// TODO(benvanik): enable clearing here during resolve?
|
||||
render_pass_begin_info.clearValueCount = 0;
|
||||
render_pass_begin_info.pClearValues = nullptr;
|
||||
|
||||
// Begin the render pass.
|
||||
vkCmdBeginRenderPass(command_buffer, &render_pass_begin_info,
|
||||
VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
return render_pass;
|
||||
return ¤t_state_;
|
||||
}
|
||||
|
||||
bool RenderCache::ParseConfiguration(RenderConfiguration* config) {
|
||||
auto& regs = shadow_registers_;
|
||||
|
||||
// RB_MODECONTROL
|
||||
// Rough mode control (color, color+depth, etc).
|
||||
config->mode_control = static_cast<ModeControl>(regs.rb_modecontrol & 0x7);
|
||||
|
||||
// RB_SURFACE_INFO
|
||||
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
|
||||
config->surface_pitch_px = regs.rb_surface_info & 0x3FFF;
|
||||
config->surface_msaa =
|
||||
static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
|
||||
|
||||
// TODO(benvanik): verify min/max so we don't go out of bounds.
|
||||
// TODO(benvanik): has to be a good way to get height.
|
||||
// Guess the height from the scissor height.
|
||||
// It's wildly inaccurate, but I've never seen it be bigger than the
|
||||
// EDRAM tiling.
|
||||
uint32_t ws_y = (regs.pa_sc_window_scissor_tl >> 16) & 0x7FFF;
|
||||
uint32_t ws_h = ((regs.pa_sc_window_scissor_br >> 16) & 0x7FFF) - ws_y;
|
||||
config->surface_height_px = std::min(2560u, xe::round_up(ws_h, 16));
|
||||
|
||||
// Color attachment configuration.
|
||||
if (config->mode_control == ModeControl::kColorDepth) {
|
||||
uint32_t color_info[4] = {
|
||||
regs.rb_color_info, regs.rb_color1_info, regs.rb_color2_info,
|
||||
regs.rb_color3_info,
|
||||
};
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
config->color[i].edram_base = color_info[i] & 0xFFF;
|
||||
config->color[i].format =
|
||||
static_cast<ColorRenderTargetFormat>((color_info[i] >> 16) & 0xF);
|
||||
// We don't support GAMMA formats, so switch them to what we do support.
|
||||
switch (config->color[i].format) {
|
||||
case ColorRenderTargetFormat::k_8_8_8_8_GAMMA:
|
||||
config->color[i].format = ColorRenderTargetFormat::k_8_8_8_8;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
config->color[i].edram_base = 0;
|
||||
config->color[i].format = ColorRenderTargetFormat::k_8_8_8_8;
|
||||
}
|
||||
}
|
||||
|
||||
// Depth/stencil attachment configuration.
|
||||
if (config->mode_control == ModeControl::kColorDepth ||
|
||||
config->mode_control == ModeControl::kDepth) {
|
||||
config->depth_stencil.edram_base = regs.rb_depth_info & 0xFFF;
|
||||
config->depth_stencil.format =
|
||||
static_cast<DepthRenderTargetFormat>((regs.rb_depth_info >> 16) & 0x1);
|
||||
} else {
|
||||
config->depth_stencil.edram_base = 0;
|
||||
config->depth_stencil.format = DepthRenderTargetFormat::kD24S8;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderCache::ConfigureRenderPass(RenderConfiguration* config,
|
||||
CachedRenderPass** out_render_pass,
|
||||
CachedFramebuffer** out_framebuffer) {
|
||||
*out_render_pass = nullptr;
|
||||
*out_framebuffer = nullptr;
|
||||
|
||||
// TODO(benvanik): better lookup.
|
||||
// Attempt to find the render pass in our cache.
|
||||
CachedRenderPass* render_pass = nullptr;
|
||||
for (auto cached_render_pass : cached_render_passes_) {
|
||||
if (cached_render_pass->IsCompatible(*config)) {
|
||||
// Found a match.
|
||||
render_pass = cached_render_pass;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If no render pass was found in the cache create a new one.
|
||||
if (!render_pass) {
|
||||
render_pass = new CachedRenderPass(device_, *config);
|
||||
cached_render_passes_.push_back(render_pass);
|
||||
}
|
||||
|
||||
// TODO(benvanik): better lookup.
|
||||
// Attempt to find the framebuffer in the render pass cache.
|
||||
CachedFramebuffer* framebuffer = nullptr;
|
||||
for (auto cached_framebuffer : render_pass->cached_framebuffers) {
|
||||
if (cached_framebuffer->IsCompatible(*config)) {
|
||||
// Found a match.
|
||||
framebuffer = cached_framebuffer;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If no framebuffer was found in the cache create a new one.
|
||||
if (!framebuffer) {
|
||||
CachedTileView* target_color_attachments[4] = {nullptr, nullptr, nullptr,
|
||||
nullptr};
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
TileViewKey color_key;
|
||||
color_key.tile_offset = config->color[i].edram_base;
|
||||
color_key.tile_width = config->surface_pitch_px / 80;
|
||||
color_key.tile_height = config->surface_height_px / 16;
|
||||
color_key.color_or_depth = 1;
|
||||
color_key.edram_format = static_cast<uint16_t>(config->color[i].format);
|
||||
target_color_attachments[i] = GetTileView(color_key);
|
||||
if (!target_color_attachments) {
|
||||
XELOGE("Failed to get tile view for color attachment");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
TileViewKey depth_stencil_key;
|
||||
depth_stencil_key.tile_offset = config->depth_stencil.edram_base;
|
||||
depth_stencil_key.tile_width = config->surface_pitch_px / 80;
|
||||
depth_stencil_key.tile_height = config->surface_height_px / 16;
|
||||
depth_stencil_key.color_or_depth = 0;
|
||||
depth_stencil_key.edram_format =
|
||||
static_cast<uint16_t>(config->depth_stencil.format);
|
||||
auto target_depth_stencil_attachment = GetTileView(depth_stencil_key);
|
||||
if (!target_depth_stencil_attachment) {
|
||||
XELOGE("Failed to get tile view for depth/stencil attachment");
|
||||
return false;
|
||||
}
|
||||
|
||||
framebuffer = new CachedFramebuffer(
|
||||
device_, render_pass->handle, config->surface_pitch_px,
|
||||
config->surface_height_px, target_color_attachments,
|
||||
target_depth_stencil_attachment);
|
||||
render_pass->cached_framebuffers.push_back(framebuffer);
|
||||
}
|
||||
|
||||
*out_render_pass = render_pass;
|
||||
*out_framebuffer = framebuffer;
|
||||
return true;
|
||||
}
|
||||
|
||||
CachedTileView* RenderCache::GetTileView(const TileViewKey& view_key) {
|
||||
// Check the cache.
|
||||
// TODO(benvanik): better lookup.
|
||||
for (auto tile_view : cached_tile_views_) {
|
||||
if (tile_view->IsEqual(view_key)) {
|
||||
return tile_view;
|
||||
}
|
||||
}
|
||||
|
||||
// Create a new tile and add to the cache.
|
||||
auto tile_view = new CachedTileView(device_, edram_memory_, view_key);
|
||||
cached_tile_views_.push_back(tile_view);
|
||||
return tile_view;
|
||||
}
|
||||
|
||||
void RenderCache::EndRenderPass() {
|
||||
|
@ -84,6 +742,15 @@ void RenderCache::ClearCache() {
|
|||
// TODO(benvanik): caching.
|
||||
}
|
||||
|
||||
bool RenderCache::SetShadowRegister(uint32_t* dest, uint32_t register_name) {
|
||||
uint32_t value = register_file_->values[register_name].u32;
|
||||
if (*dest == value) {
|
||||
return false;
|
||||
}
|
||||
*dest = value;
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace vulkan
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
|
|
@ -21,6 +21,58 @@ namespace xe {
|
|||
namespace gpu {
|
||||
namespace vulkan {
|
||||
|
||||
// TODO(benvanik): make public API?
|
||||
class CachedTileView;
|
||||
class CachedFramebuffer;
|
||||
class CachedRenderPass;
|
||||
|
||||
// Uniquely identifies EDRAM tiles.
|
||||
struct TileViewKey {
|
||||
// Offset into EDRAM in 5120b tiles.
|
||||
uint16_t tile_offset;
|
||||
// Tile width of the view in base 80x16 tiles.
|
||||
uint16_t tile_width;
|
||||
// Tile height of the view in base 80x16 tiles.
|
||||
uint16_t tile_height;
|
||||
// 1 if format is ColorRenderTargetFormat, else DepthRenderTargetFormat.
|
||||
uint16_t color_or_depth : 1;
|
||||
// Either ColorRenderTargetFormat or DepthRenderTargetFormat.
|
||||
uint16_t edram_format : 15;
|
||||
};
|
||||
static_assert(sizeof(TileViewKey) == 8, "Key must be tightly packed");
|
||||
|
||||
// Parsed render configuration from the current render state.
|
||||
struct RenderConfiguration {
|
||||
// Render mode (color+depth, depth-only, etc).
|
||||
xenos::ModeControl mode_control;
|
||||
// Target surface pitch, in pixels.
|
||||
uint32_t surface_pitch_px;
|
||||
// ESTIMATED target surface height, in pixels.
|
||||
uint32_t surface_height_px;
|
||||
// Surface MSAA setting.
|
||||
MsaaSamples surface_msaa;
|
||||
// Color attachments for the 4 render targets.
|
||||
struct {
|
||||
uint32_t edram_base;
|
||||
ColorRenderTargetFormat format;
|
||||
} color[4];
|
||||
// Depth/stencil attachment.
|
||||
struct {
|
||||
uint32_t edram_base;
|
||||
DepthRenderTargetFormat format;
|
||||
} depth_stencil;
|
||||
};
|
||||
|
||||
// Current render state based on the register-specified configuration.
|
||||
struct RenderState {
|
||||
// Parsed configuration.
|
||||
RenderConfiguration config;
|
||||
// Render pass (to be used with pipelines/etc).
|
||||
CachedRenderPass* render_pass = nullptr;
|
||||
// Target framebuffer bound to the render pass.
|
||||
CachedFramebuffer* framebuffer = nullptr;
|
||||
};
|
||||
|
||||
// Manages the virtualized EDRAM and the render target cache.
|
||||
//
|
||||
// On the 360 the render target is an opaque block of memory in EDRAM that's
|
||||
|
@ -165,9 +217,9 @@ class RenderCache {
|
|||
|
||||
// Begins a render pass targeting the state-specified framebuffer formats.
|
||||
// The command buffer will be transitioned into the render pass phase.
|
||||
VkRenderPass BeginRenderPass(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader);
|
||||
const RenderState* BeginRenderPass(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader);
|
||||
|
||||
// Ends the current render pass.
|
||||
// The command buffer will be transitioned out of the render pass phase.
|
||||
|
@ -177,9 +229,57 @@ class RenderCache {
|
|||
void ClearCache();
|
||||
|
||||
private:
|
||||
// Parses the current state into a configuration object.
|
||||
bool ParseConfiguration(RenderConfiguration* config);
|
||||
|
||||
// Gets or creates a render pass and frame buffer for the given configuration.
|
||||
// This attempts to reuse as much as possible across render passes and
|
||||
// framebuffers.
|
||||
bool ConfigureRenderPass(RenderConfiguration* config,
|
||||
CachedRenderPass** out_render_pass,
|
||||
CachedFramebuffer** out_framebuffer);
|
||||
|
||||
// Gets or creates a tile view with the given parameters.
|
||||
CachedTileView* GetTileView(const TileViewKey& view_key);
|
||||
|
||||
RegisterFile* register_file_ = nullptr;
|
||||
VkDevice device_ = nullptr;
|
||||
|
||||
// Entire 10MiB of EDRAM, aliased to hell by various VkImages.
|
||||
VkDeviceMemory edram_memory_ = nullptr;
|
||||
// Buffer overlayed 1:1 with edram_memory_ to allow raw access.
|
||||
VkBuffer edram_buffer_ = nullptr;
|
||||
|
||||
// Cache of VkImage and VkImageView's for all of our EDRAM tilings.
|
||||
// TODO(benvanik): non-linear lookup? Should only be a small number of these.
|
||||
std::vector<CachedTileView*> cached_tile_views_;
|
||||
|
||||
// Cache of render passes based on formats.
|
||||
std::vector<CachedRenderPass*> cached_render_passes_;
|
||||
|
||||
// Shadows of the registers that impact the render pass we choose.
|
||||
// If the registers don't change between passes we can quickly reuse the
|
||||
// previous one.
|
||||
struct ShadowRegisters {
|
||||
uint32_t rb_modecontrol;
|
||||
uint32_t rb_surface_info;
|
||||
uint32_t rb_color_info;
|
||||
uint32_t rb_color1_info;
|
||||
uint32_t rb_color2_info;
|
||||
uint32_t rb_color3_info;
|
||||
uint32_t rb_depth_info;
|
||||
uint32_t pa_sc_window_scissor_tl;
|
||||
uint32_t pa_sc_window_scissor_br;
|
||||
|
||||
ShadowRegisters() { Reset(); }
|
||||
void Reset() { std::memset(this, 0, sizeof(*this)); }
|
||||
} shadow_registers_;
|
||||
bool SetShadowRegister(uint32_t* dest, uint32_t register_name);
|
||||
|
||||
// Configuration used for the current/previous Begin/End, representing the
|
||||
// current shadow register state.
|
||||
RenderState current_state_;
|
||||
|
||||
// Only valid during a BeginRenderPass/EndRenderPass block.
|
||||
VkCommandBuffer current_command_buffer_ = nullptr;
|
||||
};
|
||||
|
|
|
@ -179,9 +179,17 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
// We need the to do just about anything so validate here.
|
||||
auto vertex_shader = static_cast<VulkanShader*>(active_vertex_shader());
|
||||
auto pixel_shader = static_cast<VulkanShader*>(active_pixel_shader());
|
||||
if (!vertex_shader || !vertex_shader->is_valid() || !pixel_shader ||
|
||||
!pixel_shader->is_valid()) {
|
||||
// Skipped because we can't understand the shader.
|
||||
if (!vertex_shader || !vertex_shader->is_valid()) {
|
||||
// Always need a vertex shader.
|
||||
return true;
|
||||
}
|
||||
// Depth-only mode doesn't need a pixel shader (we'll use a fake one).
|
||||
if (enable_mode == ModeControl::kDepth) {
|
||||
// Use a dummy pixel shader when required.
|
||||
// TODO(benvanik): dummy pixel shader.
|
||||
assert_not_null(pixel_shader);
|
||||
} else if (!pixel_shader || !pixel_shader->is_valid()) {
|
||||
// Need a pixel shader in normal color mode.
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -198,16 +206,16 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
|
||||
// Begin the render pass.
|
||||
// This will setup our framebuffer and begin the pass in the command buffer.
|
||||
VkRenderPass render_pass = render_cache_->BeginRenderPass(
|
||||
auto render_state = render_cache_->BeginRenderPass(
|
||||
command_buffer, vertex_shader, pixel_shader);
|
||||
if (!render_pass) {
|
||||
if (!render_state) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Configure the pipeline for drawing.
|
||||
// This encodes all render state (blend, depth, etc), our shader stages,
|
||||
// and our vertex input layout.
|
||||
if (!pipeline_cache_->ConfigurePipeline(command_buffer, render_pass,
|
||||
if (!pipeline_cache_->ConfigurePipeline(command_buffer, render_state,
|
||||
vertex_shader, pixel_shader,
|
||||
primitive_type)) {
|
||||
render_cache_->EndRenderPass();
|
||||
|
@ -215,12 +223,14 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
}
|
||||
|
||||
// Upload the constants the shaders require.
|
||||
auto vertex_constant_offset = buffer_cache_->UploadConstantRegisters(
|
||||
// These are optional, and if none are defined 0 will be returned.
|
||||
VkDeviceSize vertex_constant_offset = buffer_cache_->UploadConstantRegisters(
|
||||
vertex_shader->constant_register_map());
|
||||
auto pixel_constant_offset = buffer_cache_->UploadConstantRegisters(
|
||||
VkDeviceSize pixel_constant_offset = buffer_cache_->UploadConstantRegisters(
|
||||
pixel_shader->constant_register_map());
|
||||
if (vertex_constant_offset == VK_WHOLE_SIZE ||
|
||||
pixel_constant_offset == VK_WHOLE_SIZE) {
|
||||
// Shader wants constants but we couldn't upload them.
|
||||
render_cache_->EndRenderPass();
|
||||
return false;
|
||||
}
|
||||
|
@ -307,11 +317,17 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
if (queue_mutex_) {
|
||||
queue_mutex_->lock();
|
||||
}
|
||||
vkQueueWaitIdle(queue_);
|
||||
err = vkQueueWaitIdle(queue_);
|
||||
CheckResult(err, "vkQueueWaitIdle");
|
||||
err = vkDeviceWaitIdle(*device_);
|
||||
CheckResult(err, "vkDeviceWaitIdle");
|
||||
if (queue_mutex_) {
|
||||
queue_mutex_->unlock();
|
||||
}
|
||||
command_buffer_pool_->Scavenge();
|
||||
while (command_buffer_pool_->has_pending()) {
|
||||
command_buffer_pool_->Scavenge();
|
||||
xe::threading::MaybeYield();
|
||||
}
|
||||
vkDestroyFence(*device_, fence, nullptr);
|
||||
|
||||
return true;
|
||||
|
|
|
@ -31,7 +31,7 @@ class VulkanShader : public Shader {
|
|||
bool Prepare();
|
||||
|
||||
private:
|
||||
VkDevice device_ = nullptr;
|
||||
VkDevice device_ = nullptr;
|
||||
VkShaderModule shader_module_ = nullptr;
|
||||
};
|
||||
|
||||
|
|
|
@ -47,6 +47,9 @@ class BaseFencedPool {
|
|||
}
|
||||
}
|
||||
|
||||
// True if one or more batches are still pending on the GPU.
|
||||
bool has_pending() const { return pending_batch_list_head_ != nullptr; }
|
||||
|
||||
// Checks all pending batches for completion and scavenges their entries.
|
||||
// This should be called as frequently as reasonable.
|
||||
void Scavenge() {
|
||||
|
|
|
@ -10,3 +10,7 @@
|
|||
#include "xenia/ui/vulkan/vulkan.h"
|
||||
|
||||
DEFINE_bool(vulkan_validation, false, "Enable Vulkan validation layers.");
|
||||
|
||||
DEFINE_bool(vulkan_primary_queue_only, false,
|
||||
"Force the use of the primary queue, ignoring any additional that "
|
||||
"may be present.");
|
||||
|
|
|
@ -30,5 +30,6 @@
|
|||
#define XELOGVK XELOGI
|
||||
|
||||
DECLARE_bool(vulkan_validation);
|
||||
DECLARE_bool(vulkan_primary_queue_only);
|
||||
|
||||
#endif // XENIA_UI_VULKAN_VULKAN_H_
|
||||
|
|
|
@ -142,7 +142,7 @@ void VulkanContext::EndSwap() {
|
|||
}
|
||||
|
||||
std::unique_ptr<RawImage> VulkanContext::Capture() {
|
||||
assert_always();
|
||||
// TODO(benvanik): read back swap chain front buffer.
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
|
|
@ -129,6 +129,11 @@ bool VulkanDevice::Initialize(DeviceInfo device_info) {
|
|||
return false;
|
||||
}
|
||||
|
||||
// Some tools *cough* renderdoc *cough* can't handle multiple queues.
|
||||
if (FLAGS_vulkan_primary_queue_only) {
|
||||
queue_count = 1;
|
||||
}
|
||||
|
||||
VkDeviceQueueCreateInfo queue_info;
|
||||
queue_info.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queue_info.pNext = nullptr;
|
||||
|
|
Loading…
Reference in New Issue