CP: Use a single command buffer for every frame, reuse render passes/pipelines if not dirty
Hook up resolves and swaps
This commit is contained in:
parent
1e1da1eb6c
commit
f75e5fec24
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@ -69,8 +69,8 @@ bool VulkanCommandProcessor::SetupContext() {
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// Initialize the state machine caches.
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buffer_cache_ = std::make_unique<BufferCache>(register_file_, device_,
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kDefaultBufferCacheCapacity);
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texture_cache_ =
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std::make_unique<TextureCache>(register_file_, &trace_writer_, device_);
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texture_cache_ = std::make_unique<TextureCache>(memory_, register_file_,
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&trace_writer_, device_);
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pipeline_cache_ = std::make_unique<PipelineCache>(
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register_file_, device_, buffer_cache_->constant_descriptor_set_layout(),
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texture_cache_->texture_descriptor_set_layout());
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@ -134,21 +134,127 @@ void VulkanCommandProcessor::ReturnFromWait() {
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void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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uint32_t frontbuffer_width,
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uint32_t frontbuffer_height) {
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// Ensure we issue any pending draws.
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// draw_batcher_.Flush(DrawBatcher::FlushMode::kMakeCoherent);
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SCOPE_profile_cpu_f("gpu");
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// Need to finish to be sure the other context sees the right data.
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// TODO(benvanik): prevent this? fences?
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// glFinish();
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// Queue up current command buffers.
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// TODO(benvanik): bigger batches.
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if (current_command_buffer_) {
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if (current_render_state_) {
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render_cache_->EndRenderPass();
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current_render_state_ = nullptr;
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}
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if (context_->WasLost()) {
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// We've lost the context due to a TDR.
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// TODO: Dump the current commands to a tracefile.
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assert_always();
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auto status = vkEndCommandBuffer(current_command_buffer_);
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CheckResult(status, "vkEndCommandBuffer");
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status = vkEndCommandBuffer(current_setup_buffer_);
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CheckResult(status, "vkEndCommandBuffer");
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command_buffer_pool_->EndBatch(*current_batch_fence_);
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// TODO(benvanik): move to CP or to host (trace dump, etc).
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// This only needs to surround a vkQueueSubmit.
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static uint32_t frame = 0;
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if (device_->is_renderdoc_attached() &&
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(FLAGS_vulkan_renderdoc_capture_all ||
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trace_state_ == TraceState::kSingleFrame)) {
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if (queue_mutex_) {
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queue_mutex_->lock();
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}
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device_->BeginRenderDocFrameCapture();
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if (queue_mutex_) {
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queue_mutex_->unlock();
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}
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}
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// TODO(DrChat): If setup buffer is empty, don't bother queueing it up.
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VkCommandBuffer command_buffers[] = {
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current_setup_buffer_, current_command_buffer_,
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};
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VkSubmitInfo submit_info;
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submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submit_info.pNext = nullptr;
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submit_info.waitSemaphoreCount = 0;
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submit_info.pWaitSemaphores = nullptr;
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submit_info.commandBufferCount = 2;
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submit_info.pCommandBuffers = command_buffers;
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submit_info.signalSemaphoreCount = 0;
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submit_info.pSignalSemaphores = nullptr;
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if (queue_mutex_) {
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queue_mutex_->lock();
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}
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status = vkQueueSubmit(queue_, 1, &submit_info, *current_batch_fence_);
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if (queue_mutex_) {
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queue_mutex_->unlock();
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}
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CheckResult(status, "vkQueueSubmit");
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VkFence fences[] = {*current_batch_fence_};
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status = vkWaitForFences(*device_, 1, fences, true, -1);
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CheckResult(status, "vkWaitForFences");
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if (device_->is_renderdoc_attached() &&
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(FLAGS_vulkan_renderdoc_capture_all ||
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trace_state_ == TraceState::kSingleFrame)) {
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if (queue_mutex_) {
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queue_mutex_->lock();
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}
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device_->EndRenderDocFrameCapture();
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// HACK(DrChat): Used b/c I disabled trace saving code in the CP.
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// Remove later.
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if (!trace_writer_.is_open()) {
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trace_state_ = TraceState::kDisabled;
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}
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if (queue_mutex_) {
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queue_mutex_->unlock();
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}
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}
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// Scavenging.
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current_command_buffer_ = nullptr;
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current_setup_buffer_ = nullptr;
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while (command_buffer_pool_->has_pending()) {
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command_buffer_pool_->Scavenge();
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xe::threading::MaybeYield();
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}
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texture_cache_->Scavenge();
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current_batch_fence_ = nullptr;
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// TODO: Remove this when we stop waiting on the queue.
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buffer_cache_->ClearCache();
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}
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if (!frontbuffer_ptr) {
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if (!last_copy_base_) {
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// Nothing to draw.
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return;
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}
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// Trace viewer does this.
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frontbuffer_ptr = last_copy_base_;
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}
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auto texture = texture_cache_->LookupAddress(
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frontbuffer_ptr, xe::round_up(frontbuffer_width, 32),
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xe::round_up(frontbuffer_height, 32), TextureFormat::k_8_8_8_8);
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// There shouldn't be a case where the texture is null.
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assert_not_null(texture);
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if (texture) {
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std::lock_guard<std::mutex> lock(swap_state_.mutex);
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swap_state_.width = frontbuffer_width;
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swap_state_.height = frontbuffer_height;
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swap_state_.back_buffer_texture =
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reinterpret_cast<uintptr_t>(texture->image);
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}
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// Remove any dead textures, etc.
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// texture_cache_.Scavenge();
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texture_cache_->Scavenge();
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}
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Shader* VulkanCommandProcessor::LoadShader(ShaderType shader_type,
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@ -183,13 +289,8 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
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return true;
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}
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// TODO(benvanik): move to CP or to host (trace dump, etc).
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if (FLAGS_vulkan_renderdoc_capture_all && device_->is_renderdoc_attached()) {
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device_->BeginRenderDocFrameCapture();
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}
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// Shaders will have already been defined by previous loads.
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// We need the to do just about anything so validate here.
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// We need them to do just about anything so validate here.
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auto vertex_shader = static_cast<VulkanShader*>(active_vertex_shader());
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auto pixel_shader = static_cast<VulkanShader*>(active_pixel_shader());
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if (!vertex_shader || !vertex_shader->is_valid()) {
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@ -206,42 +307,73 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
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return true;
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}
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bool started_command_buffer = false;
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if (!current_command_buffer_) {
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// TODO(benvanik): bigger batches.
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// TODO(DrChat): Decouple setup buffer from current batch.
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command_buffer_pool_->BeginBatch();
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VkCommandBuffer command_buffer = command_buffer_pool_->AcquireEntry();
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current_command_buffer_ = command_buffer_pool_->AcquireEntry();
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current_setup_buffer_ = command_buffer_pool_->AcquireEntry();
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current_batch_fence_.reset(new ui::vulkan::Fence(*device_));
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VkCommandBufferBeginInfo command_buffer_begin_info;
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command_buffer_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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command_buffer_begin_info.sType =
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VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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command_buffer_begin_info.pNext = nullptr;
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command_buffer_begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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command_buffer_begin_info.flags =
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VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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command_buffer_begin_info.pInheritanceInfo = nullptr;
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auto err = vkBeginCommandBuffer(command_buffer, &command_buffer_begin_info);
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CheckResult(err, "vkBeginCommandBuffer");
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auto status = vkBeginCommandBuffer(current_command_buffer_,
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&command_buffer_begin_info);
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CheckResult(status, "vkBeginCommandBuffer");
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status =
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vkBeginCommandBuffer(current_setup_buffer_, &command_buffer_begin_info);
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CheckResult(status, "vkBeginCommandBuffer");
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started_command_buffer = true;
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}
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auto command_buffer = current_command_buffer_;
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// Upload and set descriptors for all textures.
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// We do this outside of the render pass so the texture cache can upload and
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// convert textures.
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auto samplers = PopulateSamplers(command_buffer, vertex_shader, pixel_shader);
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// Setup buffer may be flushed to GPU if the texture cache needs it.
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auto samplers =
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PopulateSamplers(current_setup_buffer_, vertex_shader, pixel_shader);
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if (!samplers) {
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return false;
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}
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// Begin the render pass.
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// This will setup our framebuffer and begin the pass in the command buffer.
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auto render_state = render_cache_->BeginRenderPass(
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// This reuses a previous render pass if one is already open.
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if (render_cache_->dirty() || !current_render_state_) {
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if (current_render_state_) {
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render_cache_->EndRenderPass();
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current_render_state_ = nullptr;
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}
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current_render_state_ = render_cache_->BeginRenderPass(
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command_buffer, vertex_shader, pixel_shader);
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if (!render_state) {
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if (!current_render_state_) {
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return false;
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}
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}
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// Configure the pipeline for drawing.
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// This encodes all render state (blend, depth, etc), our shader stages,
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// and our vertex input layout.
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if (!pipeline_cache_->ConfigurePipeline(command_buffer, render_state,
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vertex_shader, pixel_shader,
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primitive_type)) {
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render_cache_->EndRenderPass();
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return false;
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VkPipeline pipeline = nullptr;
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auto pipeline_status = pipeline_cache_->ConfigurePipeline(
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command_buffer, current_render_state_, vertex_shader, pixel_shader,
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primitive_type, &pipeline);
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if (pipeline_status == PipelineCache::UpdateStatus::kMismatch ||
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started_command_buffer) {
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
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pipeline);
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}
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pipeline_cache_->SetDynamicState(command_buffer, started_command_buffer);
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// Pass registers to the shaders.
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if (!PopulateConstants(command_buffer, vertex_shader, pixel_shader)) {
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@ -285,57 +417,6 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
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vertex_offset, first_instance);
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}
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// End the rendering pass.
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render_cache_->EndRenderPass();
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// TODO(benvanik): bigger batches.
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err = vkEndCommandBuffer(command_buffer);
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CheckResult(err, "vkEndCommandBuffer");
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VkFence fence;
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VkFenceCreateInfo fence_info;
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fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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fence_info.pNext = nullptr;
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fence_info.flags = 0;
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vkCreateFence(*device_, &fence_info, nullptr, &fence);
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command_buffer_pool_->EndBatch(fence);
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VkSubmitInfo submit_info;
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submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submit_info.pNext = nullptr;
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submit_info.waitSemaphoreCount = 0;
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submit_info.pWaitSemaphores = nullptr;
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &command_buffer;
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submit_info.signalSemaphoreCount = 0;
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submit_info.pSignalSemaphores = nullptr;
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if (queue_mutex_) {
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queue_mutex_->lock();
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}
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err = vkQueueSubmit(queue_, 1, &submit_info, fence);
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if (queue_mutex_) {
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queue_mutex_->unlock();
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}
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CheckResult(err, "vkQueueSubmit");
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if (queue_mutex_) {
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queue_mutex_->lock();
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}
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err = vkQueueWaitIdle(queue_);
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CheckResult(err, "vkQueueWaitIdle");
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err = vkDeviceWaitIdle(*device_);
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CheckResult(err, "vkDeviceWaitIdle");
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if (queue_mutex_) {
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queue_mutex_->unlock();
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}
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while (command_buffer_pool_->has_pending()) {
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command_buffer_pool_->Scavenge();
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xe::threading::MaybeYield();
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}
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vkDestroyFence(*device_, fence, nullptr);
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// TODO(benvanik): move to CP or to host (trace dump, etc).
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if (FLAGS_vulkan_renderdoc_capture_all && device_->is_renderdoc_attached()) {
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device_->EndRenderDocFrameCapture();
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}
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return true;
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}
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@ -486,7 +567,7 @@ VkDescriptorSet VulkanCommandProcessor::PopulateSamplers(
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#endif // FINE_GRAINED_DRAW_SCOPES
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auto descriptor_set = texture_cache_->PrepareTextureSet(
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command_buffer, vertex_shader->texture_bindings(),
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command_buffer, current_batch_fence_, vertex_shader->texture_bindings(),
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pixel_shader->texture_bindings());
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if (!descriptor_set) {
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// Unable to bind set.
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@ -541,12 +622,237 @@ bool VulkanCommandProcessor::IssueCopy() {
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uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
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assert_true(copy_mask == 0);
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// Supported in GL4, not supported here yet.
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assert_zero(copy_dest_swap);
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// RB_SURFACE_INFO
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// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
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uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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uint32_t surface_pitch = surface_info & 0x3FFF;
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auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
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// TODO(benvanik): any way to scissor this? a200 has:
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// REG_A2XX_RB_COPY_DEST_OFFSET = A2XX_RB_COPY_DEST_OFFSET_X(tile->xoff) |
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// A2XX_RB_COPY_DEST_OFFSET_Y(tile->yoff);
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// but I can't seem to find something similar.
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uint32_t dest_logical_width = copy_dest_pitch;
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uint32_t dest_logical_height = copy_dest_height;
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uint32_t dest_block_width = xe::round_up(dest_logical_width, 32);
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uint32_t dest_block_height = xe::round_up(dest_logical_height, 32);
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uint32_t window_offset = regs[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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int16_t window_offset_x = window_offset & 0x7FFF;
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int16_t window_offset_y = (window_offset >> 16) & 0x7FFF;
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// Sign-extension
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if (window_offset_x & 0x4000) {
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window_offset_x |= 0x8000;
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}
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if (window_offset_y & 0x4000) {
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window_offset_y |= 0x8000;
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}
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// Adjust the copy base offset to point to the beginning of the texture, so
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// we don't run into hiccups down the road (e.g. resolving the last part going
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// backwards).
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int32_t dest_offset = window_offset_y * copy_dest_pitch * 4;
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dest_offset += window_offset_x * 32 * 4;
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copy_dest_base += dest_offset;
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// HACK: vertices to use are always in vf0.
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int copy_vertex_fetch_slot = 0;
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int r =
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XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (copy_vertex_fetch_slot / 3) * 6;
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const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(®s.values[r]);
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const xe_gpu_vertex_fetch_t* fetch = nullptr;
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switch (copy_vertex_fetch_slot % 3) {
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case 0:
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fetch = &group->vertex_fetch_0;
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break;
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case 1:
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fetch = &group->vertex_fetch_1;
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break;
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case 2:
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fetch = &group->vertex_fetch_2;
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break;
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}
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assert_true(fetch->type == 3);
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assert_true(fetch->endian == 2);
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assert_true(fetch->size == 6);
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const uint8_t* vertex_addr = memory_->TranslatePhysical(fetch->address << 2);
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trace_writer_.WriteMemoryRead(fetch->address << 2, fetch->size * 4);
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int32_t dest_min_x = int32_t((std::min(
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std::min(
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GpuSwap(xe::load<float>(vertex_addr + 0), Endian(fetch->endian)),
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GpuSwap(xe::load<float>(vertex_addr + 8), Endian(fetch->endian))),
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GpuSwap(xe::load<float>(vertex_addr + 16), Endian(fetch->endian)))));
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int32_t dest_max_x = int32_t((std::max(
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std::max(
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GpuSwap(xe::load<float>(vertex_addr + 0), Endian(fetch->endian)),
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GpuSwap(xe::load<float>(vertex_addr + 8), Endian(fetch->endian))),
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GpuSwap(xe::load<float>(vertex_addr + 16), Endian(fetch->endian)))));
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int32_t dest_min_y = int32_t((std::min(
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std::min(
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GpuSwap(xe::load<float>(vertex_addr + 4), Endian(fetch->endian)),
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GpuSwap(xe::load<float>(vertex_addr + 12), Endian(fetch->endian))),
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GpuSwap(xe::load<float>(vertex_addr + 20), Endian(fetch->endian)))));
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int32_t dest_max_y = int32_t((std::max(
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std::max(
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GpuSwap(xe::load<float>(vertex_addr + 4), Endian(fetch->endian)),
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GpuSwap(xe::load<float>(vertex_addr + 12), Endian(fetch->endian))),
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GpuSwap(xe::load<float>(vertex_addr + 20), Endian(fetch->endian)))));
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uint32_t color_edram_base = 0;
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uint32_t depth_edram_base = 0;
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ColorRenderTargetFormat color_format;
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DepthRenderTargetFormat depth_format;
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if (copy_src_select <= 3) {
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// Source from a color target.
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uint32_t 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,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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color_edram_base = color_info[copy_src_select] & 0xFFF;
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color_format = static_cast<ColorRenderTargetFormat>(
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(color_info[copy_src_select] >> 16) & 0xF);
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}
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if (copy_src_select > 3 || depth_clear_enabled) {
|
||||
// Source from a depth target.
|
||||
uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
|
||||
depth_edram_base = depth_info & 0xFFF;
|
||||
|
||||
depth_format =
|
||||
static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
|
||||
}
|
||||
|
||||
// Demand a resolve texture from the texture cache.
|
||||
TextureInfo tex_info = {};
|
||||
tex_info.guest_address = copy_dest_base;
|
||||
tex_info.width = dest_logical_width - 1;
|
||||
tex_info.height = dest_logical_height - 1;
|
||||
tex_info.dimension = gpu::Dimension::k2D;
|
||||
tex_info.input_length = copy_dest_pitch * copy_dest_height * 4;
|
||||
tex_info.size_2d.logical_width = dest_logical_width;
|
||||
tex_info.size_2d.logical_height = dest_logical_height;
|
||||
tex_info.size_2d.block_width = dest_block_width;
|
||||
tex_info.size_2d.block_height = dest_block_height;
|
||||
tex_info.size_2d.input_width = dest_block_width;
|
||||
tex_info.size_2d.input_height = dest_block_height;
|
||||
tex_info.size_2d.input_pitch = copy_dest_pitch * 4;
|
||||
auto texture = texture_cache_->DemandResolveTexture(
|
||||
tex_info, ColorFormatToTextureFormat(copy_dest_format), nullptr, nullptr);
|
||||
if (texture->image_layout == VK_IMAGE_LAYOUT_UNDEFINED) {
|
||||
// Transition the image to a general layout.
|
||||
VkImageMemoryBarrier image_barrier;
|
||||
image_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
image_barrier.pNext = nullptr;
|
||||
image_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
image_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
image_barrier.srcAccessMask = 0;
|
||||
image_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
image_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
image_barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
image_barrier.image = texture->image;
|
||||
image_barrier.subresourceRange = {0, 0, 1, 0, 1};
|
||||
image_barrier.subresourceRange.aspectMask =
|
||||
copy_src_select <= 3
|
||||
? VK_IMAGE_ASPECT_COLOR_BIT
|
||||
: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
||||
texture->image_layout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
}
|
||||
|
||||
// For debugging purposes only (trace viewer)
|
||||
last_copy_base_ = texture->texture_info.guest_address;
|
||||
|
||||
if (!current_command_buffer_) {
|
||||
command_buffer_pool_->BeginBatch();
|
||||
current_command_buffer_ = command_buffer_pool_->AcquireEntry();
|
||||
current_setup_buffer_ = command_buffer_pool_->AcquireEntry();
|
||||
current_batch_fence_.reset(new ui::vulkan::Fence(*device_));
|
||||
|
||||
VkCommandBufferBeginInfo command_buffer_begin_info;
|
||||
command_buffer_begin_info.sType =
|
||||
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
command_buffer_begin_info.pNext = nullptr;
|
||||
command_buffer_begin_info.flags =
|
||||
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
command_buffer_begin_info.pInheritanceInfo = nullptr;
|
||||
auto status = vkBeginCommandBuffer(current_command_buffer_,
|
||||
&command_buffer_begin_info);
|
||||
CheckResult(status, "vkBeginCommandBuffer");
|
||||
|
||||
status =
|
||||
vkBeginCommandBuffer(current_setup_buffer_, &command_buffer_begin_info);
|
||||
CheckResult(status, "vkBeginCommandBuffer");
|
||||
} else if (current_render_state_) {
|
||||
render_cache_->EndRenderPass();
|
||||
current_render_state_ = nullptr;
|
||||
}
|
||||
auto command_buffer = current_command_buffer_;
|
||||
|
||||
VkOffset3D resolve_offset = {dest_min_x, dest_min_y, 0};
|
||||
VkExtent3D resolve_extent = {uint32_t(dest_max_x - dest_min_x),
|
||||
uint32_t(dest_max_y - dest_min_y), 1};
|
||||
|
||||
// Ask the render cache to copy to the resolve texture.
|
||||
auto edram_base = copy_src_select <= 3 ? color_edram_base : depth_edram_base;
|
||||
uint32_t src_format = copy_src_select <= 3
|
||||
? static_cast<uint32_t>(color_format)
|
||||
: static_cast<uint32_t>(depth_format);
|
||||
switch (copy_command) {
|
||||
case CopyCommand::kRaw:
|
||||
render_cache_->RawCopyToImage(command_buffer, edram_base, texture->image,
|
||||
texture->image_layout, copy_src_select <= 3,
|
||||
resolve_offset, resolve_extent);
|
||||
break;
|
||||
case CopyCommand::kConvert:
|
||||
render_cache_->BlitToImage(
|
||||
command_buffer, edram_base, surface_pitch, resolve_extent.height,
|
||||
texture->image, texture->image_layout, copy_src_select <= 3,
|
||||
src_format, VK_FILTER_LINEAR, resolve_offset, resolve_extent);
|
||||
break;
|
||||
|
||||
case CopyCommand::kConstantOne:
|
||||
case CopyCommand::kNull:
|
||||
assert_always();
|
||||
break;
|
||||
}
|
||||
|
||||
// Perform any requested clears.
|
||||
uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
|
||||
uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
|
||||
uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
|
||||
assert_true(copy_color_clear == copy_color_clear_low);
|
||||
|
||||
if (color_clear_enabled) {
|
||||
// If color clear is enabled, we can only clear a selected color target!
|
||||
assert_true(copy_src_select <= 3);
|
||||
|
||||
// TODO(benvanik): verify color order.
|
||||
float color[] = {((copy_color_clear >> 0) & 0xFF) / 255.0f,
|
||||
((copy_color_clear >> 8) & 0xFF) / 255.0f,
|
||||
((copy_color_clear >> 16) & 0xFF) / 255.0f,
|
||||
((copy_color_clear >> 24) & 0xFF) / 255.0f};
|
||||
|
||||
// TODO(DrChat): Do we know the surface height at this point?
|
||||
render_cache_->ClearEDRAMColor(command_buffer, color_edram_base,
|
||||
color_format, surface_pitch,
|
||||
resolve_extent.height, color);
|
||||
}
|
||||
|
||||
if (depth_clear_enabled) {
|
||||
float depth =
|
||||
(copy_depth_clear & 0xFFFFFF00) / static_cast<float>(0xFFFFFF00);
|
||||
uint8_t stencil = copy_depth_clear & 0xFF;
|
||||
|
||||
// TODO(DrChat): Do we know the surface height at this point?
|
||||
render_cache_->ClearEDRAMDepthStencil(
|
||||
command_buffer, depth_edram_base, depth_format, surface_pitch,
|
||||
resolve_extent.height, depth, stencil);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -34,12 +34,14 @@
|
|||
#include "xenia/ui/vulkan/fenced_pools.h"
|
||||
#include "xenia/ui/vulkan/vulkan_context.h"
|
||||
#include "xenia/ui/vulkan/vulkan_device.h"
|
||||
#include "xenia/ui/vulkan/vulkan_util.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace vulkan {
|
||||
|
||||
class VulkanGraphicsSystem;
|
||||
class TextureCache;
|
||||
|
||||
class VulkanCommandProcessor : public CommandProcessor {
|
||||
public:
|
||||
|
@ -90,12 +92,20 @@ class VulkanCommandProcessor : public CommandProcessor {
|
|||
VkQueue queue_ = nullptr;
|
||||
std::mutex* queue_mutex_ = nullptr;
|
||||
|
||||
// Last copy base address, for debugging only.
|
||||
uint32_t last_copy_base_ = 0;
|
||||
|
||||
std::unique_ptr<BufferCache> buffer_cache_;
|
||||
std::unique_ptr<PipelineCache> pipeline_cache_;
|
||||
std::unique_ptr<RenderCache> render_cache_;
|
||||
std::unique_ptr<TextureCache> texture_cache_;
|
||||
|
||||
std::unique_ptr<ui::vulkan::CommandBufferPool> command_buffer_pool_;
|
||||
|
||||
const RenderState* current_render_state_ = nullptr;
|
||||
VkCommandBuffer current_command_buffer_ = nullptr;
|
||||
VkCommandBuffer current_setup_buffer_ = nullptr;
|
||||
std::shared_ptr<ui::vulkan::Fence> current_batch_fence_;
|
||||
};
|
||||
|
||||
} // namespace vulkan
|
||||
|
|
Loading…
Reference in New Issue