skyline/app/src/main/cpp/skyline/gpu/interconnect/maxwell_3d/pipeline_state.cpp
2023-03-19 13:52:15 +00:00

457 lines
22 KiB
C++

// SPDX-License-Identifier: MPL-2.0
// Copyright © 2022 Ryujinx Team and Contributors (https://github.com/Ryujinx/)
// Copyright © 2022 yuzu Team and Contributors (https://github.com/yuzu-emu/)
// Copyright © 2022 Skyline Team and Contributors (https://github.com/skyline-emu/)
#include <range/v3/algorithm/for_each.hpp>
#include <nce.h>
#include <kernel/memory.h>
#include <soc/gm20b/channel.h>
#include <soc/gm20b/gmmu.h>
#include <gpu.h>
#include "pipeline_state.h"
namespace skyline::gpu::interconnect::maxwell3d {
static void DetermineRenderTargetDimensions(GuestTexture &guest, const engine::SurfaceClip &clip) {
// RT dimensions always include block linear alignment and contain the unaligned dimensions in surface clip, we ideally want to create the texture using the unaligned dimensions since the texture manager doesn't support resolving such overlaps yet. By checking that the layer size calculated is equal to the RT size we can eliminate most cases where the clip is used not just for aligmnent
u32 underlyingRtLayerSize{guest.CalculateLayerSize()};
texture::Dimensions underlyingRtDimensions{guest.dimensions};
guest.dimensions = texture::Dimensions{static_cast<u32>(clip.horizontal.width + clip.horizontal.x),
static_cast<u32>(clip.vertical.height + clip.vertical.y),
guest.dimensions.depth};
u32 clippedRtLayerSize{guest.CalculateLayerSize()};
// If the calculated sizes don't match then always use the RT dimensions
if (clippedRtLayerSize != underlyingRtLayerSize)
guest.dimensions = underlyingRtDimensions;
}
/* Colour Render Target */
void ColorRenderTargetState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, colorTarget, surfaceClip);
}
ColorRenderTargetState::ColorRenderTargetState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, size_t index) : engine{manager, dirtyHandle, engine}, index{index} {}
void ColorRenderTargetState::Flush(InterconnectContext &ctx, PackedPipelineState &packedState) {
auto &target{engine->colorTarget};
format = target.format;
packedState.SetColorRenderTargetFormat(index, target.format);
if (target.format == engine::ColorTarget::Format::Disabled) {
view = {};
return;
}
GuestTexture guest{};
guest.format = packedState.GetColorRenderTargetFormat(index);
guest.aspect = vk::ImageAspectFlagBits::eColor;
guest.baseArrayLayer = target.layerOffset;
bool thirdDimensionDefinesArraySize{target.memory.thirdDimensionControl == engine::TargetMemory::ThirdDimensionControl::ThirdDimensionDefinesArraySize};
guest.layerCount = thirdDimensionDefinesArraySize ? target.thirdDimension : 1;
guest.viewType = target.thirdDimension > 1 ? vk::ImageViewType::e2DArray : vk::ImageViewType::e2D;
u32 depth{thirdDimensionDefinesArraySize ? 1U : target.thirdDimension};
if (target.memory.layout == engine::TargetMemory::Layout::Pitch) {
guest.dimensions = texture::Dimensions{target.width / guest.format->bpb, target.height, depth};
guest.tileConfig = texture::TileConfig{
.mode = gpu::texture::TileMode::Pitch,
.pitch = target.width,
};
} else {
guest.dimensions = gpu::texture::Dimensions{target.width, target.height, depth};
guest.tileConfig = gpu::texture::TileConfig{
.mode = gpu::texture::TileMode::Block,
.blockHeight = target.memory.BlockHeight(),
.blockDepth = target.memory.BlockDepth(),
};
}
guest.layerStride = (guest.baseArrayLayer > 1 || guest.layerCount > 1) ? target.ArrayPitch() : 0;
auto mappings{ctx.channelCtx.asCtx->gmmu.TranslateRange(target.offset, guest.GetSize())};
guest.mappings.assign(mappings.begin(), mappings.end());
if (guest.MappingsValid()) {
if (guest.tileConfig.mode == gpu::texture::TileMode::Block)
DetermineRenderTargetDimensions(guest, engine->surfaceClip);
view = ctx.gpu.texture.FindOrCreate(guest, ctx.executor.tag);
} else {
format = engine::ColorTarget::Format::Disabled;
packedState.SetColorRenderTargetFormat(index, engine::ColorTarget::Format::Disabled);
view = {};
}
}
/* Depth Render Target */
void DepthRenderTargetState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, ztSize, ztOffset, ztFormat, ztBlockSize, ztArrayPitchLsr2, ztSelect, ztLayer, surfaceClip);
}
DepthRenderTargetState::DepthRenderTargetState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine) : engine{manager, dirtyHandle, engine} {}
void DepthRenderTargetState::Flush(InterconnectContext &ctx, PackedPipelineState &packedState) {
packedState.SetDepthRenderTargetFormat(engine->ztFormat, engine->ztSelect.targetCount);
if (!engine->ztSelect.targetCount) {
view = {};
return;
}
GuestTexture guest{};
guest.format = packedState.GetDepthRenderTargetFormat();
guest.aspect = guest.format->vkAspect;
guest.baseArrayLayer = engine->ztLayer.offset;
bool thirdDimensionDefinesArraySize{engine->ztSize.control == engine::ZtSize::Control::ThirdDimensionDefinesArraySize};
if (engine->ztSize.control == engine::ZtSize::Control::ThirdDimensionDefinesArraySize) {
guest.layerCount = engine->ztSize.thirdDimension;
guest.viewType = engine->ztSize.thirdDimension > 1 ? vk::ImageViewType::e2DArray : vk::ImageViewType::e2D;
} else if (engine->ztSize.control == engine::ZtSize::Control::ArraySizeIsOne) {
guest.layerCount = 1;
guest.viewType = vk::ImageViewType::e2D;
}
guest.dimensions = gpu::texture::Dimensions{engine->ztSize.width, engine->ztSize.height, 1};
guest.tileConfig = gpu::texture::TileConfig{
.mode = gpu::texture::TileMode::Block,
.blockHeight = engine->ztBlockSize.BlockHeight(),
.blockDepth = engine->ztBlockSize.BlockDepth(),
};
guest.layerStride = (guest.baseArrayLayer > 1 || guest.layerCount > 1) ? engine->ZtArrayPitch() : 0;
auto mappings{ctx.channelCtx.asCtx->gmmu.TranslateRange(engine->ztOffset, guest.GetSize())};
guest.mappings.assign(mappings.begin(), mappings.end());
if (guest.MappingsValid()) {
if (guest.tileConfig.mode == gpu::texture::TileMode::Block)
DetermineRenderTargetDimensions(guest, engine->surfaceClip);
view = ctx.gpu.texture.FindOrCreate(guest, ctx.executor.tag);
} else {
packedState.SetDepthRenderTargetFormat(engine->ztFormat, false);
view = {};
}
}
/* Pipeline Stages */
void PipelineStageState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, pipeline, programRegion);
}
PipelineStageState::PipelineStageState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine, u8 shaderType)
: engine{manager, dirtyHandle, engine},
shaderType{static_cast<engine::Pipeline::Shader::Type>(shaderType)} {}
void PipelineStageState::Flush(InterconnectContext &ctx) {
if (engine->pipeline.shader.type != shaderType)
throw exception("Shader type mismatch: {} != {}!", engine->pipeline.shader.type, static_cast<u8>(shaderType));
if (!engine->pipeline.shader.enable && shaderType != engine::Pipeline::Shader::Type::Vertex) {
hash = 0;
return;
}
std::tie(binary, hash) = cache.Lookup(ctx, engine->programRegion, engine->pipeline.programOffset);
}
bool PipelineStageState::Refresh(InterconnectContext &ctx) {
return cache.Refresh(ctx, engine->programRegion, engine->pipeline.programOffset);
}
void PipelineStageState::PurgeCaches() {
cache.PurgeCaches();
}
/* Vertex Input State */
void VertexInputState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
ranges::for_each(vertexStreams, [&](const auto &regs) { manager.Bind(handle, regs.format, regs.frequency); });
auto bindFull{[&](const auto &regs) { manager.Bind(handle, regs); }};
ranges::for_each(vertexStreamInstance, bindFull);
ranges::for_each(vertexAttributes, bindFull);
}
VertexInputState::VertexInputState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine) : engine{manager, dirtyHandle, engine} {}
void VertexInputState::Flush(PackedPipelineState &packedState) {
for (u32 i{}; i < engine::VertexStreamCount; i++)
packedState.SetVertexBinding(i, engine->vertexStreams[i], engine->vertexStreamInstance[i]);
for (u32 i{}; i < engine::VertexAttributeCount; i++) {
if (engine->vertexAttributes[i].source == engine::VertexAttribute::Source::Active)
packedState.vertexAttributes[i] = engine->vertexAttributes[i];
else
packedState.vertexAttributes[i] = { .source = engine::VertexAttribute::Source::Inactive };
}
}
/* Input Assembly State */
void InputAssemblyState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, primitiveRestartEnable);
}
InputAssemblyState::InputAssemblyState(const EngineRegisters &engine) : engine{engine} {}
void InputAssemblyState::Update(PackedPipelineState &packedState) {
packedState.topology = currentEngineTopology;
packedState.primitiveRestartEnabled = engine.primitiveRestartEnable & 1;
}
void InputAssemblyState::SetPrimitiveTopology(engine::DrawTopology topology) {
currentEngineTopology = topology;
}
engine::DrawTopology InputAssemblyState::GetPrimitiveTopology() const {
return currentEngineTopology;
}
bool InputAssemblyState::NeedsQuadConversion() const {
return currentEngineTopology == engine::DrawTopology::Quads;
}
/* Tessellation State */
void TessellationState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, patchSize, tessellationParameters);
}
TessellationState::TessellationState(const EngineRegisters &engine) : engine{engine} {}
void TessellationState::Update(PackedPipelineState &packedState) {
packedState.patchSize = engine.patchSize;
packedState.SetTessellationParameters(engine.tessellationParameters);
}
/* Rasterizer State */
void RasterizationState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, rasterEnable, frontPolygonMode, backPolygonMode, viewportClipControl, oglCullEnable, oglFrontFace, oglCullFace, windowOrigin, provokingVertex, polyOffset, pointSize, zClipRange);
}
RasterizationState::RasterizationState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine) : engine{manager, dirtyHandle, engine} {}
bool ConvertDepthBiasEnable(engine::PolyOffset polyOffset, engine::PolygonMode polygonMode) {
switch (polygonMode) {
case engine::PolygonMode::Point:
return polyOffset.pointEnable;
case engine::PolygonMode::Line:
return polyOffset.lineEnable;
case engine::PolygonMode::Fill:
return polyOffset.fillEnable;
default:
throw exception("Invalid polygon mode: 0x{:X}", static_cast<u32>(polygonMode));
}
}
void RasterizationState::Flush(PackedPipelineState &packedState) {
packedState.rasterizerDiscardEnable = !engine->rasterEnable;
packedState.SetPolygonMode(engine->frontPolygonMode);
if (engine->backPolygonMode != engine->frontPolygonMode)
Logger::Warn("Non-matching polygon modes!");
packedState.SetCullMode(engine->oglCullEnable, engine->oglCullFace);
packedState.flipYEnable = engine->windowOrigin.flipY;
bool origFrontFaceClockwise{engine->oglFrontFace == engine::FrontFace::CW};
packedState.frontFaceClockwise = (packedState.flipYEnable != origFrontFaceClockwise);
packedState.depthBiasEnable = ConvertDepthBiasEnable(engine->polyOffset, engine->frontPolygonMode);
packedState.provokingVertex = engine->provokingVertex.value;
packedState.pointSize = engine->pointSize;
packedState.openGlNdc = engine->zClipRange == engine::ZClipRange::NegativeWToPositiveW;
packedState.SetDepthClampEnable(engine->viewportClipControl.geometryClip);
}
/* Depth Stencil State */
void DepthStencilState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, depthTestEnable, depthWriteEnable, depthFunc, depthBoundsTestEnable, stencilTestEnable, twoSidedStencilTestEnable, stencilOps, stencilBack, alphaTestEnable, alphaFunc, alphaRef);
}
DepthStencilState::DepthStencilState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine) : engine{manager, dirtyHandle, engine} {}
void DepthStencilState::Flush(PackedPipelineState &packedState) {
packedState.depthTestEnable = engine->depthTestEnable;
packedState.depthWriteEnable = engine->depthWriteEnable;
packedState.SetDepthFunc(engine->depthTestEnable ? engine->depthFunc : engine::CompareFunc::OglAlways);
packedState.depthBoundsTestEnable = engine->depthBoundsTestEnable;
packedState.stencilTestEnable = engine->stencilTestEnable;
if (packedState.stencilTestEnable) {
auto stencilBack{engine->twoSidedStencilTestEnable ? engine->stencilBack : engine->stencilOps};
packedState.SetStencilOps(engine->stencilOps, stencilBack);
} else {
packedState.SetStencilOps({ .func = engine::CompareFunc::OglAlways }, { .func = engine::CompareFunc::OglAlways });
}
packedState.alphaTestEnable = engine->alphaTestEnable;
packedState.SetAlphaFunc(engine->alphaTestEnable ? engine->alphaFunc : engine::CompareFunc::OglAlways);
packedState.alphaRef = engine->alphaTestEnable ? engine->alphaRef : 0;
};
/* Color Blend State */
void ColorBlendState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, logicOp, singleCtWriteControl, ctWrites, blendStatePerTargetEnable, blendPerTargets, blend);
}
ColorBlendState::ColorBlendState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine) : engine{manager, dirtyHandle, engine} {}
void ColorBlendState::Flush(PackedPipelineState &packedState) {
packedState.logicOpEnable = engine->logicOp.enable;
packedState.SetLogicOp(engine->logicOp.func);
writtenCtMask.reset();
for (u32 i{}; i < engine::ColorTargetCount; i++) {
auto ctWrite{[&]() {
if (engine->singleCtWriteControl)
return engine->ctWrites[0];
else
return engine->ctWrites[i];
}()};
bool enable{engine->blend.enable[i] != 0};
if (engine->blendStatePerTargetEnable)
packedState.SetAttachmentBlendState(i, enable, ctWrite, engine->blendPerTargets[i]);
else
packedState.SetAttachmentBlendState(i, enable, ctWrite, engine->blend);
writtenCtMask.set(i, ctWrite.Any());
}
}
/* Transform Feedback State */
void TransformFeedbackState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, streamOutputEnable, streamOutControls, streamOutLayoutSelect);
}
TransformFeedbackState::TransformFeedbackState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine) : engine{manager, dirtyHandle, engine} {}
void TransformFeedbackState::Flush(PackedPipelineState &packedState) {
packedState.transformFeedbackEnable = engine->streamOutputEnable;
packedState.transformFeedbackVaryings = {};
if (engine->streamOutputEnable)
for (size_t i{}; i < engine::StreamOutBufferCount; i++)
packedState.SetTransformFeedbackVaryings(engine->streamOutControls[i], engine->streamOutLayoutSelect[i], i);
}
/* Global Shader Config State */
void GlobalShaderConfigState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
manager.Bind(handle, postVtgShaderAttributeSkipMask, bindlessTexture, apiMandatedEarlyZ, viewportScaleOffsetEnable);
}
GlobalShaderConfigState::GlobalShaderConfigState(const EngineRegisters &engine) : engine{engine} {}
void GlobalShaderConfigState::Update(PackedPipelineState &packedState) {
packedState.postVtgShaderAttributeSkipMask = engine.postVtgShaderAttributeSkipMask;
packedState.bindlessTextureConstantBufferSlotSelect = engine.bindlessTexture.constantBufferSlotSelect;
packedState.apiMandatedEarlyZ = engine.apiMandatedEarlyZ;
packedState.viewportTransformEnable = engine.viewportScaleOffsetEnable;
}
/* Pipeline State */
void PipelineState::EngineRegisters::DirtyBind(DirtyManager &manager, dirty::Handle handle) const {
auto bindFunc{[&](auto &regs) { regs.DirtyBind(manager, handle); }};
ranges::for_each(pipelineStageRegisters, bindFunc);
ranges::for_each(colorRenderTargetsRegisters, bindFunc);
bindFunc(depthRenderTargetRegisters);
bindFunc(vertexInputRegisters);
bindFunc(inputAssemblyRegisters);
bindFunc(tessellationRegisters);
bindFunc(rasterizationRegisters);
bindFunc(depthStencilRegisters);
bindFunc(colorBlendRegisters);
bindFunc(globalShaderConfigRegisters);
bindFunc(transformFeedbackRegisters);
manager.Bind(handle, ctSelect);
}
PipelineState::PipelineState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine)
: engine{manager, dirtyHandle, engine},
pipelineStages{util::MergeInto<dirty::ManualDirtyState<PipelineStageState>, engine::PipelineCount>(manager, engine.pipelineStageRegisters, util::IncrementingT<u8>{})},
colorRenderTargets{util::MergeInto<dirty::ManualDirtyState<ColorRenderTargetState>, engine::ColorTargetCount>(manager, engine.colorRenderTargetsRegisters, util::IncrementingT<size_t>{})},
depthRenderTarget{manager, engine.depthRenderTargetRegisters},
vertexInput{manager, engine.vertexInputRegisters},
tessellation{engine.tessellationRegisters},
rasterization{manager, engine.rasterizationRegisters},
depthStencil{manager, engine.depthStencilRegisters},
colorBlend{manager, engine.colorBlendRegisters},
transformFeedback{manager, engine.transformFeedbackRegisters},
directState{engine.inputAssemblyRegisters},
globalShaderConfig{engine.globalShaderConfigRegisters},
ctSelect{engine.ctSelect} {}
void PipelineState::Flush(InterconnectContext &ctx, Textures &textures, ConstantBufferSet &constantBuffers, StateUpdateBuilder &builder) {
TRACE_EVENT("gpu", "PipelineState::Flush");
packedState.dynamicStateActive = ctx.gpu.traits.supportsExtendedDynamicState;
packedState.ctSelect = ctSelect;
std::array<ShaderBinary, engine::PipelineCount> shaderBinaries;
for (size_t i{}; i < engine::PipelineCount; i++) {
const auto &stage{pipelineStages[i].UpdateGet(ctx)};
packedState.shaderHashes[i] = stage.hash;
shaderBinaries[i] = stage.binary;
}
colorBlend.Update(packedState);
colorAttachments.clear();
packedState.colorRenderTargetFormats = {};
for (size_t i{}; i < engine::ColorTargetCount; i++) {
if (i < ctSelect.count && colorBlend.Get().writtenCtMask.test(i)) {
const auto &rt{colorRenderTargets[ctSelect[i]].UpdateGet(ctx, packedState)};
const auto view{rt.view.get()};
packedState.SetColorRenderTargetFormat(ctSelect[i], rt.format);
colorAttachments.push_back(view);
if (view)
ctx.executor.AttachTexture(view);
} else {
colorAttachments.push_back({});
}
}
depthAttachment = depthRenderTarget.UpdateGet(ctx, packedState).view.get();
if (depthAttachment)
ctx.executor.AttachTexture(depthAttachment);
vertexInput.Update(packedState);
directState.inputAssembly.Update(packedState);
tessellation.Update(packedState);
rasterization.Update(packedState);
depthStencil.Update(packedState);
transformFeedback.Update(packedState);
globalShaderConfig.Update(packedState);
if (pipeline) {
if (auto newPipeline{pipeline->LookupNext(packedState)}) {
pipeline = newPipeline;
return;
}
}
auto newPipeline{ctx.gpu.graphicsPipelineManager->FindOrCreate(ctx, textures, constantBuffers, packedState, shaderBinaries)};
if (pipeline)
pipeline->AddTransition(newPipeline);
pipeline = newPipeline;
}
void PipelineState::PurgeCaches() {
pipeline = nullptr;
for (auto &stage : pipelineStages)
stage.MarkDirty(true);
}
std::shared_ptr<TextureView> PipelineState::GetColorRenderTargetForClear(InterconnectContext &ctx, size_t index) {
return colorRenderTargets[index].UpdateGet(ctx, packedState).view;
}
std::shared_ptr<TextureView> PipelineState::GetDepthRenderTargetForClear(InterconnectContext &ctx) {
return depthRenderTarget.UpdateGet(ctx, packedState).view;
}
}