d3d12: PSO related reorganisation

This commit is contained in:
vlj 2015-05-11 18:48:07 +02:00 committed by Vincent Lejeune
parent e58292bb11
commit 2734c98716
4 changed files with 265 additions and 269 deletions

View file

@ -211,7 +211,7 @@ bool D3D12GSRender::LoadProgram()
return false;
}
m_PSO = getGraphicPipelineState(m_device, m_cur_vertex_prog, m_cur_fragment_prog);
m_PSO = cachePSO.getGraphicPipelineState(m_device, m_cur_vertex_prog, m_cur_fragment_prog);
return true;
}

View file

@ -47,6 +47,7 @@ private:
// std::vector<u8> m_vdata;
// std::vector<PostDrawObj> m_post_draw_objs;
PipelineStateObjectCache cachePSO;
ID3D12PipelineState *m_PSO;
int m_fp_buf_num;
int m_vp_buf_num;

View file

@ -12,84 +12,6 @@
#pragma comment (lib, "d3dcompiler.lib")
struct GLBufferInfo
{
ID3D12PipelineState *prog_id;
u32 fp_id;
u32 vp_id;
std::vector<u8> fp_data;
std::vector<u32> vp_data;
std::string fp_shader;
std::string vp_shader;
Microsoft::WRL::ComPtr<ID3DBlob> fp_bytecode;
Microsoft::WRL::ComPtr<ID3DBlob> vp_bytecode;
};
enum class SHADER_TYPE
{
SHADER_TYPE_VERTEX,
SHADER_TYPE_FRAGMENT
};
/** Storage for a shader
* Embeds the D3DBlob corresponding to
*/
class Shader
{
public:
Shader() : bytecode(nullptr) {}
~Shader() {}
u32 Id;
Microsoft::WRL::ComPtr<ID3DBlob> bytecode;
std::vector<u8> RSXBinary;
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
// void Decompile(RSXFragmentProgram& prog)
/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
void Compile(SHADER_TYPE st)
{
static const char VSstring[] =
"float4 main(float4 pos : POSITION) : SV_POSITION"
"{"
" return pos;"
"}";
static const char FSstring[] =
"float4 main() : SV_TARGET"
"{"
"return float4(1.0f, 1.0f, 1.0f, 1.0f);"
"}";
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.GetAddressOf(), 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.GetAddressOf(), errorBlob.GetAddressOf());
if (hr != S_OK)
LOG_ERROR(RSX, "FS build failed:%s", errorBlob->GetBufferPointer());
break;
}
}
};
// Based on
// https://github.com/AlexAltea/nucleus/blob/master/nucleus/gpu/rsx_pgraph.cpp
union qword
{
u64 dword[2];
u32 word[4];
};
size_t getFPBinarySize(void *ptr)
{
const qword *instBuffer = (const qword*)ptr;
@ -104,187 +26,78 @@ size_t getFPBinarySize(void *ptr)
}
}
struct HashVertexProgram
{
size_t operator()(const void *program) const
{
// 64-bit Fowler/Noll/Vo FNV-1a hash code
size_t hash = 0xCBF29CE484222325ULL;
const qword *instbuffer = (const qword*)program;
size_t instIndex = 0;
bool end = false;
return 0;
while (true)
{
const qword inst = instbuffer[instIndex];
bool end = inst.word[0] >> 31;
if (end)
return hash;
hash ^= inst.dword[0];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
hash ^= inst.dword[1];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
instIndex++;
}
return 0;
}
};
struct HashFragmentProgram
{
size_t operator()(const void *program) const
{
// 64-bit Fowler/Noll/Vo FNV-1a hash code
size_t hash = 0xCBF29CE484222325ULL;
const qword *instbuffer = (const qword*)program;
size_t instIndex = 0;
while (true)
{
const qword& inst = instbuffer[instIndex];
bool end = (inst.word[0] >> 8) & 0x1;
if (end)
return hash;
hash ^= inst.dword[0];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
hash ^= inst.dword[1];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
instIndex++;
}
return 0;
}
};
PipelineStateObjectCache::PipelineStateObjectCache() : currentShaderId(0)
{}
struct VertexProgramCompare
bool PipelineStateObjectCache::SearchFp(const RSXFragmentProgram& rsx_fp, Shader& shader)
{
bool operator()(const void *binary1, const void *binary2) const
binary2FS::const_iterator It = cacheFS.find(vm::get_ptr<void>(rsx_fp.addr));
if (It != cacheFS.end())
{
const qword *instBuffer1 = (const qword*)binary1;
const qword *instBuffer2 = (const qword*)binary2;
size_t instIndex = 0;
shader = It->second;
return true;
while (true)
{
const qword& inst1 = instBuffer1[instIndex];
const qword& inst2 = instBuffer2[instIndex];
bool end = (inst1.word[0] >> 31) && (inst2.word[0] >> 31);
if (end)
return true;
if (inst1.dword[0] != inst2.dword[0] || inst1.dword[1] != inst2.dword[1])
return false;
instIndex++;
}
}
};
return false;
}
struct FragmentProgramCompare
bool PipelineStateObjectCache::SearchVp(const RSXVertexProgram& rsx_vp, Shader& shader)
{
bool operator()(const void *binary1, const void *binary2) const
binary2VS::const_iterator It = cacheVS.find((void*)rsx_vp.data.data());
if (It != cacheVS.end())
{
const qword *instBuffer1 = (const qword*)binary1;
const qword *instBuffer2 = (const qword*)binary2;
size_t instIndex = 0;
while (true)
{
const qword& inst1 = instBuffer1[instIndex];
const qword& inst2 = instBuffer2[instIndex];
bool end = ((inst1.word[0] >> 8) & 0x1) && ((inst2.word[0] >> 8) & 0x1);
if (end)
return true;
if (inst1.dword[0] != inst2.dword[0] || inst1.dword[1] != inst2.dword[1])
return false;
instIndex++;
}
shader = It->second;
return true;
}
};
return false;
}
typedef std::unordered_map<void *, Shader, HashVertexProgram, VertexProgramCompare> binary2VS;
typedef std::unordered_map<void *, Shader, HashFragmentProgram, FragmentProgramCompare> binary2FS;
class ProgramBuffer
ID3D12PipelineState *PipelineStateObjectCache::GetProg(u32 fp, u32 vp) const
{
public:
binary2VS cacheVS;
binary2FS cacheFS;
u64 key = vp << 32 | fp;
std::unordered_map<u64, ID3D12PipelineState *>::const_iterator It = cachePSO.find(key);
if (It == cachePSO.end())
return nullptr;
return It->second;
}
// Key is vertex << 32 | fragment ids
std::unordered_map<u64, ID3D12PipelineState *> cachePSO;
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 = currentShaderId++;
cacheVS.insert(std::make_pair(fpShadowCopy, vp));
}
size_t currentShaderId;
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 = currentShaderId++;
cacheFS.insert(std::make_pair(fpShadowCopy, fp));
}
ProgramBuffer() : currentShaderId(0)
{}
void PipelineStateObjectCache::Add(ID3D12PipelineState *prog, Shader& fp, Shader& vp)
{
u64 key = vp.Id << 32 | fp.Id;
cachePSO.insert(std::make_pair(key, prog));
}
bool 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 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 *GetProg(u32 fp, u32 vp) const
{
u64 key = vp << 32 | fp;
std::unordered_map<u64, ID3D12PipelineState *>::const_iterator It = cachePSO.find(key);
if (It == cachePSO.end())
return nullptr;
return It->second;
}
void 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 = currentShaderId++;
cacheVS.insert(std::make_pair(fpShadowCopy, vp));
}
void 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 = currentShaderId++;
cacheFS.insert(std::make_pair(fpShadowCopy, fp));
}
void Add(ID3D12PipelineState *prog, Shader& fp, Shader& vp)
{
u64 key = vp.Id << 32 | fp.Id;
cachePSO.insert(std::make_pair(key, prog));
}
};
static ProgramBuffer g_cachedProgram;
ID3D12PipelineState *getGraphicPipelineState(ID3D12Device *device, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader)
ID3D12PipelineState *PipelineStateObjectCache::getGraphicPipelineState(ID3D12Device *device, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader)
{
ID3D12PipelineState *result = nullptr;
Shader m_vertex_prog, m_fragment_prog;
bool m_fp_buf_num = g_cachedProgram.SearchFp(*fragmentShader, m_fragment_prog);
bool m_vp_buf_num = g_cachedProgram.SearchVp(*vertexShader, m_vertex_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);
// Decompile(*fragmentShader);
m_fragment_prog.Compile(SHADER_TYPE::SHADER_TYPE_FRAGMENT);
g_cachedProgram.AddFragmentProgram(m_fragment_prog, *fragmentShader);
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());
@ -293,49 +106,49 @@ ID3D12PipelineState *getGraphicPipelineState(ID3D12Device *device, RSXVertexProg
if (!m_vp_buf_num)
{
LOG_WARNING(RSX, "VP not found in buffer!");
// m_vertex_prog.Decompile(*vertexShader);
// m_vertex_prog.Decompile(*vertexShader);
m_vertex_prog.Compile(SHADER_TYPE::SHADER_TYPE_VERTEX);
g_cachedProgram.AddVertexProgram(m_vertex_prog, *vertexShader);
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 = g_cachedProgram.GetProg(m_fragment_prog.Id, m_vertex_prog.Id);
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)
/* // RSX Debugger: Check if this program was modified and update it
if (Ini.GSLogPrograms.GetValue())
{
// 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;
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();*/
m_program.Use();*/
}
else
{
@ -350,7 +163,7 @@ ID3D12PipelineState *getGraphicPipelineState(ID3D12Device *device, RSXVertexProg
graphicPipelineStateDesc.PS.BytecodeLength = m_fragment_prog.bytecode->GetBufferSize();
graphicPipelineStateDesc.PS.pShaderBytecode = m_fragment_prog.bytecode->GetBufferPointer();
device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result));
g_cachedProgram.Add(result, m_fragment_prog, m_vertex_prog);
Add(result, m_fragment_prog, m_vertex_prog);
// RSX Debugger
/*if (Ini.GSLogPrograms.GetValue())
@ -367,4 +180,33 @@ ID3D12PipelineState *getGraphicPipelineState(ID3D12Device *device, RSXVertexProg
}
#endif
#endif
void Shader::Compile(SHADER_TYPE st)
{
static const char VSstring[] =
"float4 main(float4 pos : POSITION) : SV_POSITION"
"{"
" return pos;"
"}";
static const char FSstring[] =
"float4 main() : SV_TARGET"
"{"
"return float4(1.0f, 1.0f, 1.0f, 1.0f);"
"}";
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;
}
}

View file

@ -5,6 +5,159 @@
#include "Emu/RSX/RSXFragmentProgram.h"
#include "Emu/RSX/RSXVertexProgram.h"
ID3D12PipelineState *getGraphicPipelineState(ID3D12Device *device, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader);
enum class SHADER_TYPE
{
SHADER_TYPE_VERTEX,
SHADER_TYPE_FRAGMENT
};
/** Storage for a shader
* Embeds the D3DBlob corresponding to
*/
class Shader
{
public:
Shader() : bytecode(nullptr) {}
~Shader() {}
u32 Id;
ID3DBlob *bytecode;
/**
* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
// void Decompile(RSXFragmentProgram& prog)
/** Compile the decompiled fragment shader into a format we can use with OpenGL. */
void Compile(SHADER_TYPE st);
};
// Based on
// https://github.com/AlexAltea/nucleus/blob/master/nucleus/gpu/rsx_pgraph.cpp
union qword
{
u64 dword[2];
u32 word[4];
};
struct HashVertexProgram
{
size_t operator()(const void *program) const
{
// 64-bit Fowler/Noll/Vo FNV-1a hash code
size_t hash = 0xCBF29CE484222325ULL;
const qword *instbuffer = (const qword*)program;
size_t instIndex = 0;
bool end = false;
return 0;
while (true)
{
const qword inst = instbuffer[instIndex];
bool end = inst.word[0] >> 31;
if (end)
return hash;
hash ^= inst.dword[0];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
hash ^= inst.dword[1];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
instIndex++;
}
return 0;
}
};
struct HashFragmentProgram
{
size_t operator()(const void *program) const
{
// 64-bit Fowler/Noll/Vo FNV-1a hash code
size_t hash = 0xCBF29CE484222325ULL;
const qword *instbuffer = (const qword*)program;
size_t instIndex = 0;
while (true)
{
const qword& inst = instbuffer[instIndex];
bool end = (inst.word[0] >> 8) & 0x1;
if (end)
return hash;
hash ^= inst.dword[0];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
hash ^= inst.dword[1];
hash += (hash << 1) + (hash << 4) + (hash << 5) + (hash << 7) + (hash << 8) + (hash << 40);
instIndex++;
}
return 0;
}
};
struct VertexProgramCompare
{
bool operator()(const void *binary1, const void *binary2) const
{
const qword *instBuffer1 = (const qword*)binary1;
const qword *instBuffer2 = (const qword*)binary2;
size_t instIndex = 0;
return true;
while (true)
{
const qword& inst1 = instBuffer1[instIndex];
const qword& inst2 = instBuffer2[instIndex];
bool end = (inst1.word[0] >> 31) && (inst2.word[0] >> 31);
if (end)
return true;
if (inst1.dword[0] != inst2.dword[0] || inst1.dword[1] != inst2.dword[1])
return false;
instIndex++;
}
}
};
struct FragmentProgramCompare
{
bool operator()(const void *binary1, const void *binary2) const
{
const qword *instBuffer1 = (const qword*)binary1;
const qword *instBuffer2 = (const qword*)binary2;
size_t instIndex = 0;
while (true)
{
const qword& inst1 = instBuffer1[instIndex];
const qword& inst2 = instBuffer2[instIndex];
bool end = ((inst1.word[0] >> 8) & 0x1) && ((inst2.word[0] >> 8) & 0x1);
if (end)
return true;
if (inst1.dword[0] != inst2.dword[0] || inst1.dword[1] != inst2.dword[1])
return false;
instIndex++;
}
}
};
typedef std::unordered_map<void *, Shader, HashVertexProgram, VertexProgramCompare> binary2VS;
typedef std::unordered_map<void *, Shader, HashFragmentProgram, FragmentProgramCompare> binary2FS;
class PipelineStateObjectCache
{
private:
size_t currentShaderId;
binary2VS cacheVS;
binary2FS cacheFS;
// Key is vertex << 32 | fragment ids
std::unordered_map<u64, ID3D12PipelineState *> cachePSO;
bool SearchFp(const RSXFragmentProgram& rsx_fp, Shader& shader);
bool SearchVp(const RSXVertexProgram& rsx_vp, Shader& shader);
ID3D12PipelineState *GetProg(u32 fp, u32 vp) const;
void AddVertexProgram(Shader& vp, RSXVertexProgram& rsx_vp);
void AddFragmentProgram(Shader& fp, RSXFragmentProgram& rsx_fp);
void Add(ID3D12PipelineState *prog, Shader& fp, Shader& vp);
public:
PipelineStateObjectCache();
ID3D12PipelineState *getGraphicPipelineState(ID3D12Device *device, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader);
};
#endif