xenia/src/xenia/gpu/d3d12/d3d12_command_processor.h

295 lines
12 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
#define XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
#include <deque>
#include <memory>
#include <unordered_map>
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#include "xenia/gpu/d3d12/pipeline_cache.h"
#include "xenia/gpu/d3d12/render_target_cache.h"
#include "xenia/gpu/d3d12/shared_memory.h"
#include "xenia/gpu/d3d12/texture_cache.h"
#include "xenia/gpu/hlsl_shader_translator.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/ui/d3d12/command_list.h"
#include "xenia/ui/d3d12/d3d12_context.h"
#include "xenia/ui/d3d12/pools.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor : public CommandProcessor {
public:
explicit D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
~D3D12CommandProcessor();
void ClearCaches() override;
// Needed by everything that owns transient objects.
xe::ui::d3d12::D3D12Context* GetD3D12Context() const {
return static_cast<xe::ui::d3d12::D3D12Context*>(context_.get());
}
// Returns the drawing command list for the currently open frame.
ID3D12GraphicsCommandList* GetCurrentCommandList() const;
ID3D12GraphicsCommandList1* GetCurrentCommandList1() const;
void PushTransitionBarrier(
ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
D3D12_RESOURCE_STATES new_state,
UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
void PushAliasingBarrier(ID3D12Resource* old_resource,
ID3D12Resource* new_resource);
void PushUAVBarrier(ID3D12Resource* resource);
void SubmitBarriers();
// Finds or creates root signature for a pipeline.
ID3D12RootSignature* GetRootSignature(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader);
ui::d3d12::UploadBufferPool* GetConstantBufferPool() const {
return constant_buffer_pool_.get();
}
// Request and automatically rebind descriptors on the draw command list.
// Refer to DescriptorHeapPool::Request for partial/full update explanation.
uint64_t RequestViewDescriptors(uint64_t previous_full_update,
uint32_t count_for_partial_update,
uint32_t count_for_full_update,
D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out,
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out);
uint64_t RequestSamplerDescriptors(
uint64_t previous_full_update, uint32_t count_for_partial_update,
uint32_t count_for_full_update,
D3D12_CPU_DESCRIPTOR_HANDLE& cpu_handle_out,
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out);
// Returns a single temporary GPU-side buffer within a frame for tasks like
// texture untiling and resolving.
ID3D12Resource* RequestScratchGPUBuffer(uint32_t size,
D3D12_RESOURCE_STATES state);
// This must be called when done with the scratch buffer, to notify the
// command processor about the new state in case the buffer was transitioned
// by its user.
void ReleaseScratchGPUBuffer(ID3D12Resource* buffer,
D3D12_RESOURCE_STATES new_state);
// Sets the current SSAA sample positions, needs to be done before setting
// render targets or copying to depth render targets.
void SetSamplePositions(MsaaSamples sample_positions);
// Sets the current pipeline state to a compute pipeline. This is for cache
// invalidation primarily. A frame must be open.
void SetComputePipeline(ID3D12PipelineState* pipeline);
// Stores and unbinds render targets before binding changing render targets
// externally. This is separate from SetExternalGraphicsPipeline because it
// causes computations to be dispatched, and the scratch buffer may also be
// used.
void UnbindRenderTargets();
// Sets the current pipeline state to a special drawing pipeline, invalidating
// various cached state variables. UnbindRenderTargets may be needed before
// calling this. A frame must be open.
void SetExternalGraphicsPipeline(ID3D12PipelineState* pipeline,
bool reset_viewport = true,
bool reset_blend_factor = false,
bool reset_stencil_ref = false);
protected:
bool SetupContext() override;
void ShutdownContext() override;
void WriteRegister(uint32_t index, uint32_t value) override;
void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
uint32_t frontbuffer_height) override;
Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) override;
bool IssueDraw(PrimitiveType primitive_type, uint32_t index_count,
IndexBufferInfo* index_buffer_info) override;
bool IssueCopy() override;
private:
enum RootParameter : UINT {
// These are always present.
// Very frequently changed, especially for UI draws, and for models drawn in
// multiple parts - contains vertex and texture fetch constants (b2).
kRootParameter_FetchConstants,
// Quite frequently changed (for one object drawn multiple times, for
// instance - may contain projection matrices) - 8 pages of float constants
// (b3-b10).
kRootParameter_VertexFloatConstants,
// Less frequently changed (per-material) - 8 pages of float constants
// (b3-b10).
kRootParameter_PixelFloatConstants,
// Rarely changed - system constants like viewport and alpha testing (b0)
// and loop and bool constants (b1).
kRootParameter_CommonConstants,
// Never changed - shared memory byte address buffer (t0, space1).
kRootParameter_SharedMemory,
kRootParameter_Count_Base,
// Extra parameter that may or may not exist:
// - Pixel textures.
// - Pixel samplers.
// - Vertex textures.
// - Vertex samplers.
kRootParameter_Count_Max = kRootParameter_Count_Base + 4,
};
struct RootExtraParameterIndices {
uint32_t pixel_textures;
uint32_t pixel_samplers;
uint32_t vertex_textures;
uint32_t vertex_samplers;
static constexpr uint32_t kUnavailable = UINT32_MAX;
};
// Gets the indices of optional root parameters. Returns the total parameter
// count.
static uint32_t GetRootExtraParameterIndices(
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader,
RootExtraParameterIndices& indices_out);
// Returns true if a new frame was started.
bool BeginFrame();
// Returns true if an open frame was ended.
bool EndFrame();
void UpdateFixedFunctionState(ID3D12GraphicsCommandList* command_list);
void UpdateSystemConstantValues(
Endian index_endian,
const RenderTargetCache::PipelineRenderTarget render_targets[4]);
bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,
ID3D12RootSignature* root_signature);
bool cache_clear_requested_ = false;
std::unique_ptr<ui::d3d12::CommandList>
command_lists_[ui::d3d12::D3D12Context::kQueuedFrames] = {};
std::unique_ptr<SharedMemory> shared_memory_ = nullptr;
// Root signatures for different descriptor counts.
std::unordered_map<uint32_t, ID3D12RootSignature*> root_signatures_;
std::unique_ptr<PipelineCache> pipeline_cache_ = nullptr;
std::unique_ptr<TextureCache> texture_cache_ = nullptr;
std::unique_ptr<RenderTargetCache> render_target_cache_ = nullptr;
std::unique_ptr<ui::d3d12::UploadBufferPool> constant_buffer_pool_ = nullptr;
std::unique_ptr<ui::d3d12::DescriptorHeapPool> view_heap_pool_ = nullptr;
std::unique_ptr<ui::d3d12::DescriptorHeapPool> sampler_heap_pool_ = nullptr;
static constexpr uint32_t kSwapTextureWidth = 1280;
static constexpr uint32_t kSwapTextureHeight = 720;
ID3D12Resource* swap_texture_ = nullptr;
ID3D12DescriptorHeap* swap_texture_rtv_descriptor_heap_ = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE swap_texture_rtv_;
ID3D12DescriptorHeap* swap_texture_srv_descriptor_heap_ = nullptr;
// Unsubmitted barrier batch.
std::vector<D3D12_RESOURCE_BARRIER> barriers_;
struct BufferForDeletion {
ID3D12Resource* buffer;
uint64_t last_usage_frame;
};
std::deque<BufferForDeletion> buffers_for_deletion_;
static constexpr uint32_t kScratchBufferSizeIncrement = 16 * 1024 * 1024;
ID3D12Resource* scratch_buffer_ = nullptr;
uint32_t scratch_buffer_size_ = 0;
D3D12_RESOURCE_STATES scratch_buffer_state_;
bool scratch_buffer_used_ = false;
uint32_t current_queue_frame_ = UINT32_MAX;
// The current fixed-function drawing state.
D3D12_VIEWPORT ff_viewport_;
D3D12_RECT ff_scissor_;
float ff_blend_factor_[4];
uint32_t ff_stencil_ref_;
bool ff_viewport_update_needed_;
bool ff_scissor_update_needed_;
bool ff_blend_factor_update_needed_;
bool ff_stencil_ref_update_needed_;
// Current SSAA sample positions (to be updated by the render target cache).
MsaaSamples current_sample_positions_;
// Currently bound graphics or compute pipeline.
ID3D12PipelineState* current_pipeline_;
// Currently bound graphics root signature.
ID3D12RootSignature* current_graphics_root_signature_;
// Extra parameters which may or may not be present.
RootExtraParameterIndices current_graphics_root_extras_;
// Whether root parameters are up to date - reset if a new signature is bound.
uint32_t current_graphics_root_up_to_date_;
// Currently bound descriptor heaps - update by RequestViewDescriptors and
// RequestSamplerDescriptors.
ID3D12DescriptorHeap* current_view_heap_;
ID3D12DescriptorHeap* current_sampler_heap_;
// System shader constants.
HlslShaderTranslator::SystemConstants system_constants_;
// Constant buffer bindings.
struct ConstantBufferBinding {
D3D12_GPU_VIRTUAL_ADDRESS buffer_address;
bool up_to_date;
};
ConstantBufferBinding cbuffer_bindings_system_;
ConstantBufferBinding cbuffer_bindings_float_[16];
ConstantBufferBinding cbuffer_bindings_bool_loop_;
ConstantBufferBinding cbuffer_bindings_fetch_;
// Pages with the descriptors currently used for handling Xenos draw calls.
uint64_t draw_view_full_update_;
uint64_t draw_sampler_full_update_;
// Latest descriptor handles used for handling Xenos draw calls.
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_common_constants_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_fetch_constants_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_vertex_float_constants_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_pixel_float_constants_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_shared_memory_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_pixel_textures_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_pixel_samplers_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_vertex_textures_;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle_vertex_samplers_;
// Current primitive topology.
D3D_PRIMITIVE_TOPOLOGY primitive_topology_;
};
} // namespace d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_