rpcs3/rpcs3/Emu/RSX/D3D12/D3D12PipelineState.cpp

314 lines
9.0 KiB
C++

#include "stdafx.h"
#if defined (DX12_SUPPORT)
#include "D3D12PipelineState.h"
#include "D3D12ProgramDisassembler.h"
#include "Emu/Memory/vm.h"
#include "Utilities/Log.h"
#include <wrl/client.h>
#include <d3dcompiler.h>
#include <unordered_map>
#pragma comment (lib, "d3dcompiler.lib")
size_t getFPBinarySize(void *ptr)
{
const qword *instBuffer = (const qword*)ptr;
size_t instIndex = 0;
while (true)
{
const qword& inst = instBuffer[instIndex];
bool end = (inst.word[0] >> 8) & 0x1;
if (end)
return (instIndex + 1) * 4;
instIndex++;
}
}
PipelineStateObjectCache::PipelineStateObjectCache() : currentShaderId(0)
{}
PipelineStateObjectCache::~PipelineStateObjectCache()
{}
bool PipelineStateObjectCache::SearchFp(const RSXFragmentProgram& rsx_fp, Shader& shader)
{
binary2FS::const_iterator It = cacheFS.find(vm::get_ptr<void>(rsx_fp.addr));
if (It != cacheFS.end())
{
shader = It->second;
return true;
}
return false;
}
bool PipelineStateObjectCache::SearchVp(const RSXVertexProgram& rsx_vp, Shader& shader)
{
binary2VS::const_iterator It = cacheVS.find((void*)rsx_vp.data.data());
if (It != cacheVS.end())
{
shader = It->second;
return true;
}
return false;
}
ID3D12PipelineState *PipelineStateObjectCache::GetProg(u32 fp, u32 vp) const
{
u64 vpLong = vp;
u64 key = vpLong << 32 | fp;
std::unordered_map<u64, ID3D12PipelineState *>::const_iterator It = cachePSO.find(key);
if (It == cachePSO.end())
return nullptr;
return It->second;
}
void PipelineStateObjectCache::AddVertexProgram(Shader& vp, RSXVertexProgram& rsx_vp)
{
size_t actualVPSize = rsx_vp.data.size() * 4;
void *fpShadowCopy = malloc(actualVPSize);
memcpy(fpShadowCopy, rsx_vp.data.data(), actualVPSize);
vp.Id = (u32)currentShaderId++;
cacheVS.insert(std::make_pair(fpShadowCopy, vp));
}
void PipelineStateObjectCache::AddFragmentProgram(Shader& fp, RSXFragmentProgram& rsx_fp)
{
size_t actualFPSize = getFPBinarySize(vm::get_ptr<u8>(rsx_fp.addr));
void *fpShadowCopy = malloc(actualFPSize);
memcpy(fpShadowCopy, vm::get_ptr<u8>(rsx_fp.addr), actualFPSize);
fp.Id = (u32)currentShaderId++;
cacheFS.insert(std::make_pair(fpShadowCopy, fp));
}
void PipelineStateObjectCache::Add(ID3D12PipelineState *prog, Shader& fp, Shader& vp)
{
u64 vpLong = vp.Id;
u64 key = vpLong << 32 | fp.Id;
cachePSO.insert(std::make_pair(key, prog));
}
ID3D12PipelineState *PipelineStateObjectCache::getGraphicPipelineState(ID3D12Device *device, ID3D12RootSignature *rootSignature, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader, const std::vector<D3D12_INPUT_ELEMENT_DESC> &IASet)
{
ID3D12PipelineState *result = nullptr;
Shader m_vertex_prog, m_fragment_prog;
bool m_fp_buf_num = SearchFp(*fragmentShader, m_fragment_prog);
bool m_vp_buf_num = SearchVp(*vertexShader, m_vertex_prog);
if (!m_fp_buf_num)
{
LOG_WARNING(RSX, "FP not found in buffer!");
// Decompile(*fragmentShader);
m_fragment_prog.Compile(SHADER_TYPE::SHADER_TYPE_FRAGMENT);
AddFragmentProgram(m_fragment_prog, *fragmentShader);
// TODO: This shouldn't use current dir
//fs::file("./FragmentProgram.txt", o_write | o_create | o_trunc).write(m_fragment_prog.shader.c_str(), m_fragment_prog.shader.size());
}
if (!m_vp_buf_num)
{
LOG_WARNING(RSX, "VP not found in buffer!");
// m_vertex_prog.Decompile(*vertexShader);
m_vertex_prog.Compile(SHADER_TYPE::SHADER_TYPE_VERTEX);
AddVertexProgram(m_vertex_prog, *vertexShader);
// TODO: This shouldn't use current dir
// fs::file("./VertexProgram.txt", o_write | o_create | o_trunc).write(m_vertex_prog.shader.c_str(), m_vertex_prog.shader.size());
}
if (m_fp_buf_num && m_vp_buf_num)
result = GetProg(m_fragment_prog.Id, m_vertex_prog.Id);
if (result != nullptr)
{
return result;
/* // RSX Debugger: Check if this program was modified and update it
if (Ini.GSLogPrograms.GetValue())
{
for (auto& program : m_debug_programs)
{
if (program.id == m_program.id && program.modified)
{
// TODO: This isn't working perfectly. Is there any better/shorter way to update the program
m_vertex_prog.shader = program.vp_shader;
m_fragment_prog.shader = program.fp_shader;
m_vertex_prog.Wait();
m_vertex_prog.Compile();
checkForGlError("m_vertex_prog.Compile");
m_fragment_prog.Wait();
m_fragment_prog.Compile();
checkForGlError("m_fragment_prog.Compile");
glAttachShader(m_program.id, m_vertex_prog.id);
glAttachShader(m_program.id, m_fragment_prog.id);
glLinkProgram(m_program.id);
checkForGlError("glLinkProgram");
glDetachShader(m_program.id, m_vertex_prog.id);
glDetachShader(m_program.id, m_fragment_prog.id);
program.vp_id = m_vertex_prog.id;
program.fp_id = m_fragment_prog.id;
program.modified = false;
}
}
}
m_program.Use();*/
}
else
{
LOG_WARNING(RSX, "Add program :");
LOG_WARNING(RSX, "*** vp id = %d", m_vertex_prog.Id);
LOG_WARNING(RSX, "*** fp id = %d", m_fragment_prog.Id);
D3D12_GRAPHICS_PIPELINE_STATE_DESC graphicPipelineStateDesc = {};
if (m_vertex_prog.bytecode != nullptr)
{
graphicPipelineStateDesc.VS.BytecodeLength = m_vertex_prog.bytecode->GetBufferSize();
graphicPipelineStateDesc.VS.pShaderBytecode = m_vertex_prog.bytecode->GetBufferPointer();
}
if (m_fragment_prog.bytecode != nullptr)
{
graphicPipelineStateDesc.PS.BytecodeLength = m_fragment_prog.bytecode->GetBufferSize();
graphicPipelineStateDesc.PS.pShaderBytecode = m_fragment_prog.bytecode->GetBufferPointer();
}
graphicPipelineStateDesc.pRootSignature = rootSignature;
// Sensible default value
static D3D12_RASTERIZER_DESC CD3D12_RASTERIZER_DESC =
{
D3D12_FILL_MODE_SOLID,
D3D12_CULL_MODE_BACK,
FALSE,
D3D12_DEFAULT_DEPTH_BIAS,
D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
TRUE,
FALSE,
FALSE,
0,
D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
};
static D3D12_DEPTH_STENCIL_DESC CD3D12_DEPTH_STENCIL_DESC =
{
TRUE,
D3D12_DEPTH_WRITE_MASK_ALL,
D3D12_COMPARISON_FUNC_LESS_EQUAL,
FALSE,
D3D12_DEFAULT_STENCIL_READ_MASK,
D3D12_DEFAULT_STENCIL_WRITE_MASK,
};
static D3D12_BLEND_DESC CD3D12_BLEND_DESC =
{
FALSE,
FALSE,
{
FALSE,FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
}
};
graphicPipelineStateDesc.BlendState = CD3D12_BLEND_DESC;
graphicPipelineStateDesc.DepthStencilState = CD3D12_DEPTH_STENCIL_DESC;
graphicPipelineStateDesc.RasterizerState = CD3D12_RASTERIZER_DESC;
graphicPipelineStateDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
graphicPipelineStateDesc.NumRenderTargets = 1;
graphicPipelineStateDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
graphicPipelineStateDesc.DSVFormat = DXGI_FORMAT_D16_UNORM;
graphicPipelineStateDesc.InputLayout.pInputElementDescs = IASet.data();
graphicPipelineStateDesc.InputLayout.NumElements = (UINT)IASet.size();
graphicPipelineStateDesc.SampleDesc.Count = 1;
graphicPipelineStateDesc.SampleMask = UINT_MAX;
graphicPipelineStateDesc.NodeMask = 1;
device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result));
Add(result, m_fragment_prog, m_vertex_prog);
// RSX Debugger
/*if (Ini.GSLogPrograms.GetValue())
{
RSXDebuggerProgram program;
program.id = m_program.id;
program.vp_id = m_vertex_prog.id;
program.fp_id = m_fragment_prog.id;
program.vp_shader = m_vertex_prog.shader;
program.fp_shader = m_fragment_prog.shader;
m_debug_programs.push_back(program);
}*/
}
return result;
}
#define TO_STRING(x) #x
void Shader::Compile(SHADER_TYPE st)
{
static const char VSstring[] = TO_STRING(
cbuffer CONSTANT : register(b0)
{
float4x4 scaleOffsetMat;
float4 vc[468];
};
struct vertex {
float4 pos : TEXCOORD0;
float4 color : TEXCOORD3;
};
struct pixel {
float4 pos : SV_POSITION;
float4 color : TEXCOORD0;
};
pixel main(vertex In)
{
pixel Out;
float4 pos = In.pos;
pos.w = dot(pos, vc[259]);
pos.z = dot(pos, vc[258]);
pos.y = dot(pos, vc[257]);
pos.x = dot(pos, vc[256]);
pos.z = -pos.z;
Out.pos = mul(pos, scaleOffsetMat);
Out.color = In.color;
return Out;
});
static const char FSstring[] = TO_STRING(
struct pixel {
float4 pos : SV_POSITION;
float4 color : TEXCOORD0;
};
float4 main(pixel In) : SV_TARGET
{
return In.color;
});
HRESULT hr;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
switch (st)
{
case SHADER_TYPE::SHADER_TYPE_VERTEX:
hr = D3DCompile(VSstring, sizeof(VSstring), "test", nullptr, nullptr, "main", "vs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
if (hr != S_OK)
LOG_ERROR(RSX, "VS build failed:%s", errorBlob->GetBufferPointer());
break;
case SHADER_TYPE::SHADER_TYPE_FRAGMENT:
hr = D3DCompile(FSstring, sizeof(FSstring), "test", nullptr, nullptr, "main", "ps_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
if (hr != S_OK)
LOG_ERROR(RSX, "FS build failed:%s", errorBlob->GetBufferPointer());
break;
}
}
#endif