d3d12: Start caching shaders

This commit is contained in:
vlj 2015-05-11 01:56:48 +02:00 committed by Vincent Lejeune
parent 728736ccdd
commit d5b4a31c37
5 changed files with 369 additions and 27 deletions

View file

@ -18,7 +18,7 @@ static void check(HRESULT hr)
}
D3D12GSRender::D3D12GSRender()
: GSRender(), m_fbo(nullptr)
: GSRender(), m_fbo(nullptr), m_PSO(nullptr)
{
// Enable d3d debug layer
Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
@ -132,7 +132,6 @@ void D3D12GSRender::ExecCMD(u32 cmd)
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
m_inflightCommandList.push_back(commandList);
/* if (m_set_color_mask)
{
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
@ -143,9 +142,7 @@ void D3D12GSRender::ExecCMD(u32 cmd)
{
glScissor(m_scissor_x, m_scissor_y, m_scissor_w, m_scissor_h);
checkForGlError("glScissor");
}
GLbitfield f = 0;*/
}*/
// TODO: Merge depth and stencil clear when possible
if (m_clear_surface_mask & 0x1)
@ -191,26 +188,36 @@ void D3D12GSRender::ExecCMD(u32 cmd)
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
}
}
// transition.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
// transition.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
// commandList->ResourceBarrier(1, &transition);
check(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
}
bool D3D12GSRender::LoadProgram()
{
if (!m_cur_fragment_prog)
{
LOG_WARNING(RSX, "LoadProgram: m_cur_shader_prog == NULL");
return false;
}
m_cur_fragment_prog->ctrl = m_shader_ctrl;
if (!m_cur_vertex_prog)
{
LOG_WARNING(RSX, "LoadProgram: m_cur_vertex_prog == NULL");
return false;
}
m_PSO = new D3D12PipelineState(m_device, m_cur_vertex_prog, m_cur_fragment_prog);
return true;
}
void D3D12GSRender::ExecCMD()
{
ID3D12CommandList *commandList;
// m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
//return;
/* if (!LoadProgram())
if (!LoadProgram())
{
LOG_ERROR(RSX, "LoadProgram failed.");
Emu.Pause();
@ -219,7 +226,10 @@ void D3D12GSRender::ExecCMD()
InitDrawBuffers();
if (m_set_color_mask)
ID3D12CommandList *commandList;
// m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
/* if (m_set_color_mask)
{
glColorMask(m_color_mask_r, m_color_mask_g, m_color_mask_b, m_color_mask_a);
checkForGlError("glColorMask");
@ -262,11 +272,6 @@ void D3D12GSRender::ExecCMD()
Enable(m_set_line_stipple, GL_LINE_STIPPLE);
Enable(m_set_polygon_stipple, GL_POLYGON_STIPPLE);
if (!is_intel_vendor)
{
Enable(m_set_depth_bounds_test, GL_DEPTH_BOUNDS_TEST_EXT);
}
if (m_set_clip_plane)
{
Enable(m_clip_plane_0, GL_CLIP_PLANE0);

View file

@ -11,10 +11,10 @@
#include "Emu/RSX/GSRender.h"
#include "D3D12RenderTargetSets.h"
#include "D3D12PipelineState.h"
#pragma comment (lib, "d3d12.lib")
#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "d3dcompiler.lib")
class GSFrameBase2
{
@ -47,7 +47,7 @@ private:
// std::vector<u8> m_vdata;
// std::vector<PostDrawObj> m_post_draw_objs;
// GLProgram m_program;
D3D12PipelineState *m_PSO;
int m_fp_buf_num;
int m_vp_buf_num;
// GLProgramBuffer m_prog_buffer;
@ -60,7 +60,6 @@ private:
// GLvao m_vao;
// GLvbo m_vbo;
// GLrbo m_rbo;
D3D12RenderTargetSets *m_fbo;
ID3D12Device* m_device;
ID3D12CommandQueue *m_commandQueueCopy;
@ -86,6 +85,8 @@ public:
private:
virtual void Close() override;
bool LoadProgram();
/* void EnableVertexData(bool indexed_draw = false);
void DisableVertexData();
void InitVertexData();
@ -93,7 +94,7 @@ private:
void Enable(bool enable, const u32 cap);
bool LoadProgram();
void WriteBuffers();
void WriteDepthBuffer();
void WriteColorBuffers();

View file

@ -0,0 +1,315 @@
#include "stdafx.h"
#if defined (DX12_SUPPORT)
#include "D3D12PipelineState.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")
std::unordered_map<std::string, Microsoft::WRL::ComPtr<ID3DBlob> > CachedShader;
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;
};
// Copied from GL implementation
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() {}
// GLParamArray parr;
u32 id;
std::string shader;
Microsoft::WRL::ComPtr<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);
/**
* Asynchronously decompile a fragment shader located in the PS3's Memory.
* When this function is called you must call Wait() before GetShaderText() will return valid data.
* @param prog RSXShaderProgram specifying the location and size of the shader in memory
*/
// void DecompileAsync(RSXFragmentProgram& prog);
/** Wait for the decompiler task to complete decompilation. */
// void Wait();
/** 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;
}
}
private:
/** Threaded fragment shader decompiler responsible for decompiling this program */
// GLFragmentDecompilerThread* m_decompiler_thread;
/** Deletes the shader and any stored information */
// void Delete();
};
// Could be improved with an (un)ordered map ?
class ProgramBuffer
{
std::vector<GLBufferInfo> m_buf;
public:
int SearchFp(const RSXFragmentProgram& rsx_fp, Shader& shader)
{
int n = m_buf.size();
for (int i = 0; i < m_buf.size(); ++i)
{
if (memcmp(&m_buf[i].fp_data[0], vm::get_ptr<void>(rsx_fp.addr), m_buf[i].fp_data.size()) != 0) continue;
shader.id = m_buf[i].fp_id;
shader.shader = m_buf[i].fp_shader.c_str();
shader.bytecode = m_buf[i].fp_bytecode;
return i;
}
return -1;
}
int SearchVp(const RSXVertexProgram& rsx_vp, Shader& shader)
{
for (u32 i = 0; i < m_buf.size(); ++i)
{
if (m_buf[i].vp_data.size() != rsx_vp.data.size()) continue;
if (memcmp(m_buf[i].vp_data.data(), rsx_vp.data.data(), rsx_vp.data.size() * 4) != 0) continue;
shader.id = m_buf[i].vp_id;
shader.shader = m_buf[i].vp_shader.c_str();
shader.bytecode = m_buf[i].vp_bytecode;
return i;
}
return -1;
}
ID3D12PipelineState *GetProg(u32 fp, u32 vp) const
{
if (fp == vp)
{
/*
LOG_NOTICE(RSX, "Get program (%d):", fp);
LOG_NOTICE(RSX, "*** prog id = %d", m_buf[fp].prog_id);
LOG_NOTICE(RSX, "*** vp id = %d", m_buf[fp].vp_id);
LOG_NOTICE(RSX, "*** fp id = %d", m_buf[fp].fp_id);
LOG_NOTICE(RSX, "*** vp shader = \n%s", m_buf[fp].vp_shader.wx_str());
LOG_NOTICE(RSX, "*** fp shader = \n%s", m_buf[fp].fp_shader.wx_str());
*/
return m_buf[fp].prog_id;
}
for (u32 i = 0; i<m_buf.size(); ++i)
{
if (i == fp || i == vp) continue;
// if (CmpVP(vp, i) && CmpFP(fp, i))
{
/*
LOG_NOTICE(RSX, "Get program (%d):", i);
LOG_NOTICE(RSX, "*** prog id = %d", m_buf[i].prog_id);
LOG_NOTICE(RSX, "*** vp id = %d", m_buf[i].vp_id);
LOG_NOTICE(RSX, "*** fp id = %d", m_buf[i].fp_id);
LOG_NOTICE(RSX, "*** vp shader = \n%s", m_buf[i].vp_shader.wx_str());
LOG_NOTICE(RSX, "*** fp shader = \n%s", m_buf[i].fp_shader.wx_str());
*/
return m_buf[i].prog_id;
}
}
return 0;
}
void Add(ID3D12PipelineState *prog, Shader& fp, RSXFragmentProgram& rsx_fp, Shader& vp, RSXVertexProgram& rsx_vp)
{
GLBufferInfo new_buf = {};
LOG_NOTICE(RSX, "Add program (%d):", m_buf.size());
LOG_NOTICE(RSX, "*** prog id = %x", prog);
LOG_NOTICE(RSX, "*** vp id = %d", vp.id);
LOG_NOTICE(RSX, "*** fp id = %d", fp.id);
LOG_NOTICE(RSX, "*** vp data size = %d", rsx_vp.data.size() * 4);
LOG_NOTICE(RSX, "*** fp data size = %d", rsx_fp.size);
LOG_NOTICE(RSX, "*** vp shader = \n%s", vp.shader.c_str());
LOG_NOTICE(RSX, "*** fp shader = \n%s", fp.shader.c_str());
new_buf.prog_id = prog;
new_buf.vp_id = vp.id;
new_buf.fp_id = fp.id;
new_buf.fp_bytecode = fp.bytecode;
new_buf.fp_data.insert(new_buf.fp_data.end(), vm::get_ptr<u8>(rsx_fp.addr), vm::get_ptr<u8>(rsx_fp.addr + rsx_fp.size));
new_buf.vp_data = rsx_vp.data;
new_buf.vp_bytecode = vp.bytecode;
new_buf.vp_shader = vp.shader;
new_buf.fp_shader = fp.shader;
m_buf.resize(m_buf.size() + 1);
m_buf.push_back(new_buf);
}
};
static ProgramBuffer g_cachedProgram;
D3D12PipelineState::D3D12PipelineState(ID3D12Device *device, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader)
{
Shader m_vertex_prog, m_fragment_prog;
int m_fp_buf_num = g_cachedProgram.SearchFp(*fragmentShader, m_fragment_prog);
int m_vp_buf_num = g_cachedProgram.SearchVp(*vertexShader, m_vertex_prog);
if (m_fp_buf_num == -1)
{
LOG_WARNING(RSX, "FP not found in buffer!");
// m_fragment_prog.Decompile(*fragmentShader);
m_fragment_prog.Compile(SHADER_TYPE::SHADER_TYPE_FRAGMENT);
// 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 == -1)
{
LOG_WARNING(RSX, "VP not found in buffer!");
// m_vertex_prog.Decompile(*vertexShader);
m_vertex_prog.Compile(SHADER_TYPE::SHADER_TYPE_VERTEX);
// 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 != -1 && m_vp_buf_num != -1)
{
// m_program.id = m_prog_buffer.GetProg(m_fp_buf_num, m_vp_buf_num);
}
if (false)//m_program.id)
{
/* // 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
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC graphicPipelineStateDesc = {};
graphicPipelineStateDesc.VS.BytecodeLength = m_vertex_prog.bytecode->GetBufferSize();
graphicPipelineStateDesc.VS.pShaderBytecode = m_vertex_prog.bytecode->GetBufferPointer();
graphicPipelineStateDesc.PS.BytecodeLength = m_fragment_prog.bytecode->GetBufferSize();
graphicPipelineStateDesc.PS.pShaderBytecode = m_fragment_prog.bytecode->GetBufferPointer();
device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&m_pipelineStateObject));
g_cachedProgram.Add(m_pipelineStateObject, m_fragment_prog, *fragmentShader, m_vertex_prog, *vertexShader);
/*m_program.Create(m_vertex_prog.id, m_fragment_prog.id);
checkForGlError("m_program.Create");
m_prog_buffer.Add(m_program, m_fragment_prog, *m_cur_fragment_prog, m_vertex_prog, *m_cur_vertex_prog);
checkForGlError("m_prog_buffer.Add");
m_program.Use();
// 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);
}*/
}
}
D3D12PipelineState::~D3D12PipelineState()
{
}
#endif

View file

@ -0,0 +1,17 @@
#pragma once
#if defined (DX12_SUPPORT)
#include <d3d12.h>
#include "Emu/RSX/RSXFragmentProgram.h"
#include "Emu/RSX/RSXVertexProgram.h"
class D3D12PipelineState
{
ID3D12PipelineState *m_pipelineStateObject;
ID3D12RootSignature *m_rootSignature;
public:
D3D12PipelineState(ID3D12Device *device, RSXVertexProgram *vertexShader, RSXFragmentProgram *fragmentShader);
~D3D12PipelineState();
};
#endif

View file

@ -0,0 +1,4 @@
float4 main() : SV_TARGET
{
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}