rexglue-skate3/include/rex/graphics/d3d12/pipeline_cache.h
2026-05-18 22:41:13 +01:00

424 lines
17 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#pragma once
#include <atomic>
#include <condition_variable>
#include <cstdio>
#include <deque>
#include <functional>
#include <memory>
#include <mutex>
#include <queue>
#include <string>
#include <thread>
#include <unordered_map>
#include <utility>
#include <vector>
#include <rex/assert.h>
#include <rex/graphics/d3d12/render_target_cache.h>
#include <rex/graphics/d3d12/shader.h>
#include <rex/graphics/flags.h>
#include <rex/graphics/pipeline/shader/dxbc_translator.h>
#include <rex/graphics/primitive_processor.h>
#include <rex/graphics/register_file.h>
#include <rex/graphics/registers.h>
#include <rex/graphics/xenos.h>
#include <rex/hash.h>
#include <rex/platform.h>
#include <rex/string/buffer.h>
#include <rex/thread.h>
#include <rex/ui/d3d12/d3d12_api.h>
namespace rex::graphics::d3d12 {
class D3D12CommandProcessor;
class PipelineCache {
public:
static constexpr size_t kLayoutUIDEmpty = 0;
PipelineCache(D3D12CommandProcessor& command_processor, const RegisterFile& register_file,
const D3D12RenderTargetCache& render_target_cache, bool bindless_resources_used);
~PipelineCache();
bool Initialize();
void Shutdown();
// No ClearCache because it's undesirable with the persistent shader storage
// (if the storage is reloaded, effectively nothing is cleared, while the call
// takes a long time, and if it's not, there will be heavy stuttering for the
// rest of the execution of the guest).
void InitializeShaderStorage(const std::filesystem::path& cache_root, uint32_t title_id,
bool blocking);
void ShutdownShaderStorage();
void EndSubmission();
bool IsCreatingPipelines();
D3D12Shader* LoadShader(xenos::ShaderType shader_type, const uint32_t* host_address,
uint32_t dword_count);
// Analyze shader microcode on the translator thread.
void AnalyzeShaderUcode(Shader& shader) { shader.AnalyzeUcode(ucode_disasm_buffer_); }
// Retrieves the shader modification for the current state. The shader must
// have microcode analyzed.
DxbcShaderTranslator::Modification GetCurrentVertexShaderModification(
const Shader& shader, Shader::HostVertexShaderType host_vertex_shader_type,
uint32_t interpolator_mask) const;
DxbcShaderTranslator::Modification GetCurrentPixelShaderModification(
const Shader& shader, uint32_t interpolator_mask, uint32_t param_gen_pos,
reg::RB_DEPTHCONTROL normalized_depth_control) const;
// If draw_util::IsRasterizationPotentiallyDone is false, the pixel shader
// MUST be made nullptr BEFORE calling this!
bool ConfigurePipeline(D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_targets_formats,
void** pipeline_handle_out, ID3D12RootSignature** root_signature_out);
// Returns a pipeline with deferred creation by its handle. May return nullptr
// if failed to create the pipeline.
ID3D12PipelineState* GetD3D12PipelineByHandle(void* handle) const {
return reinterpret_cast<const Pipeline*>(handle)->state.load(std::memory_order_acquire);
}
private:
REXPACKEDSTRUCT(ShaderStoredHeader, {
uint64_t ucode_data_hash;
uint32_t ucode_dword_count : 31;
xenos::ShaderType type : 1;
static constexpr uint32_t kVersion = 0x20201219;
});
// Update PipelineDescription::kVersion if any of the Pipeline* enums are
// changed!
enum class PipelineStripCutIndex : uint32_t {
kNone,
kFFFF,
kFFFFFFFF,
};
enum class PipelineTessellationMode : uint32_t {
kNone,
kDiscrete,
kContinuous,
kAdaptive,
};
enum class PipelinePatchType : uint32_t {
kNone,
kLine,
kTriangle,
kQuad,
};
enum class PipelinePrimitiveTopologyType : uint32_t {
kPoint,
kLine,
kTriangle,
};
enum class PipelineGeometryShader : uint32_t {
kNone,
kPointList,
kRectangleList,
kQuadList,
};
enum class PipelineCullMode : uint32_t {
kNone,
kFront,
kBack,
// Special case, handled via disabling the pixel shader and depth / stencil.
kDisableRasterization,
};
enum class PipelineBlendFactor : uint32_t {
kZero,
kOne,
kSrcColor,
kInvSrcColor,
kSrcAlpha,
kInvSrcAlpha,
kDestColor,
kInvDestColor,
kDestAlpha,
kInvDestAlpha,
kBlendFactor,
kInvBlendFactor,
kSrcAlphaSat,
};
// Update PipelineDescription::kVersion if anything is changed!
REXPACKEDSTRUCT(PipelineRenderTarget, {
uint32_t used : 1; // 1
xenos::ColorRenderTargetFormat format : 4; // 5
PipelineBlendFactor src_blend : 4; // 9
PipelineBlendFactor dest_blend : 4; // 13
xenos::BlendOp blend_op : 3; // 16
PipelineBlendFactor src_blend_alpha : 4; // 20
PipelineBlendFactor dest_blend_alpha : 4; // 24
xenos::BlendOp blend_op_alpha : 3; // 27
uint32_t write_mask : 4; // 31
});
REXPACKEDSTRUCT(PipelineDescription, {
uint64_t vertex_shader_hash;
uint64_t vertex_shader_modification;
// 0 if drawing without a pixel shader.
uint64_t pixel_shader_hash;
uint64_t pixel_shader_modification;
int32_t depth_bias;
float depth_bias_slope_scaled;
PipelineStripCutIndex strip_cut_index : 2; // 2
// PipelinePrimitiveTopologyType for a vertex shader.
// xenos::TessellationMode for a domain shader.
uint32_t primitive_topology_type_or_tessellation_mode : 2; // 4
// Zero for non-kVertex host_vertex_shader_type.
PipelineGeometryShader geometry_shader : 2; // 6
uint32_t fill_mode_wireframe : 1; // 7
PipelineCullMode cull_mode : 2; // 9
uint32_t front_counter_clockwise : 1; // 10
uint32_t depth_clip : 1; // 11
xenos::MsaaSamples host_msaa_samples : 2; // 13
xenos::DepthRenderTargetFormat depth_format : 1; // 14
xenos::CompareFunction depth_func : 3; // 17
uint32_t depth_write : 1; // 18
uint32_t stencil_enable : 1; // 19
uint32_t stencil_read_mask : 8; // 27
uint32_t stencil_write_mask : 8; // 8
xenos::StencilOp stencil_front_fail_op : 3; // 11
xenos::StencilOp stencil_front_depth_fail_op : 3; // 14
xenos::StencilOp stencil_front_pass_op : 3; // 17
xenos::CompareFunction stencil_front_func : 3; // 20
xenos::StencilOp stencil_back_fail_op : 3; // 23
xenos::StencilOp stencil_back_depth_fail_op : 3; // 26
xenos::StencilOp stencil_back_pass_op : 3; // 29
xenos::CompareFunction stencil_back_func : 3; // 32
PipelineRenderTarget render_targets[xenos::kMaxColorRenderTargets];
static constexpr uint32_t kVersion = 0x20210425;
});
REXPACKEDSTRUCT(PipelineStoredDescription, {
uint64_t description_hash;
PipelineDescription description;
});
struct PipelineRuntimeDescription {
ID3D12RootSignature* root_signature;
D3D12Shader::D3D12Translation* vertex_shader;
D3D12Shader::D3D12Translation* pixel_shader;
const std::vector<uint32_t>* geometry_shader;
PipelineDescription description;
};
struct Pipeline;
union GeometryShaderKey {
uint32_t key;
struct {
PipelineGeometryShader type : 2;
uint32_t interpolator_count : 5;
uint32_t user_clip_plane_count : 3;
uint32_t user_clip_plane_cull : 1;
uint32_t has_vertex_kill_and : 1;
uint32_t has_point_size : 1;
uint32_t has_point_coordinates : 1;
// PA_CL_CLIP_CNTL::ps_ucp_mode for point primitives.
uint32_t point_ps_ucp_mode : 2;
};
GeometryShaderKey() : key(0) { static_assert_size(*this, sizeof(key)); }
struct Hasher {
size_t operator()(const GeometryShaderKey& key) const {
return std::hash<uint32_t>{}(key.key);
}
};
bool operator==(const GeometryShaderKey& other_key) const { return key == other_key.key; }
bool operator!=(const GeometryShaderKey& other_key) const { return !(*this == other_key); }
};
D3D12Shader* LoadShader(xenos::ShaderType shader_type, const uint32_t* host_address,
uint32_t dword_count, uint64_t data_hash);
// Can be called from multiple threads.
bool TranslateAnalyzedShader(DxbcShaderTranslator& translator,
D3D12Shader::D3D12Translation& translation,
IDxbcConverter* dxbc_converter = nullptr,
IDxcUtils* dxc_utils = nullptr,
IDxcCompiler* dxc_compiler = nullptr);
// If draw_util::IsRasterizationPotentiallyDone is false, the pixel shader
// MUST be made nullptr BEFORE calling this! The shaders must be translated
// and valid unless for_placeholder is true.
bool GetCurrentStateDescription(
D3D12Shader::D3D12Translation* vertex_shader, D3D12Shader::D3D12Translation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control, uint32_t normalized_color_mask,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_target_formats,
PipelineRuntimeDescription& runtime_description_out, bool for_placeholder = false);
static bool GetGeometryShaderKey(PipelineGeometryShader geometry_shader_type,
DxbcShaderTranslator::Modification vertex_shader_modification,
DxbcShaderTranslator::Modification pixel_shader_modification,
GeometryShaderKey& key_out);
static void CreateDxbcGeometryShader(GeometryShaderKey key, std::vector<uint32_t>& shader_out);
const std::vector<uint32_t>& GetGeometryShader(GeometryShaderKey key);
ID3D12PipelineState* CreateD3D12Pipeline(const PipelineRuntimeDescription& runtime_description);
bool PrepareRuntimeDescriptionForQueuedCreation(Pipeline* pipeline,
PipelineRuntimeDescription& runtime_description);
D3D12CommandProcessor& command_processor_;
const RegisterFile& register_file_;
const D3D12RenderTargetCache& render_target_cache_;
bool bindless_resources_used_;
// Temporary storage for AnalyzeUcode calls on the processor thread.
string::StringBuffer ucode_disasm_buffer_;
// Reusable shader translator for the processor thread.
std::unique_ptr<DxbcShaderTranslator> shader_translator_;
std::mutex translation_request_lock_;
// Command processor thread DXIL conversion/disassembly interfaces, if DXIL
// disassembly is enabled.
IDxbcConverter* dxbc_converter_ = nullptr;
IDxcUtils* dxc_utils_ = nullptr;
IDxcCompiler* dxc_compiler_ = nullptr;
// Ucode hash -> shader.
std::unordered_map<uint64_t, D3D12Shader*, rex::IdentityHasher<uint64_t>> shaders_;
struct LayoutUID {
size_t uid;
size_t vector_span_offset;
size_t vector_span_length;
};
std::mutex layouts_mutex_;
// Texture binding layouts of different shaders, for obtaining layout UIDs.
std::vector<D3D12Shader::TextureBinding> texture_binding_layouts_;
// Map of texture binding layouts used by shaders, for obtaining UIDs. Keys
// are XXH3 hashes of layouts, values need manual collision resolution using
// layout_vector_offset:layout_length of texture_binding_layouts_.
std::unordered_multimap<uint64_t, LayoutUID, rex::IdentityHasher<uint64_t>>
texture_binding_layout_map_;
// Bindless sampler indices of different shaders, for obtaining layout UIDs.
// For bindful, sampler count is used as the UID instead.
std::vector<uint32_t> bindless_sampler_layouts_;
// Keys are XXH3 hashes of used bindless sampler indices.
std::unordered_multimap<uint64_t, LayoutUID, rex::IdentityHasher<uint64_t>>
bindless_sampler_layout_map_;
// Geometry shaders for Xenos primitive types not supported by Direct3D 12.
std::unordered_map<GeometryShaderKey, std::vector<uint32_t>, GeometryShaderKey::Hasher>
geometry_shaders_;
// Empty depth-only pixel shader for writing to depth buffer via ROV when no
// Xenos pixel shader provided.
std::vector<uint8_t> depth_only_pixel_shader_;
struct Pipeline {
// nullptr if creation has failed.
std::atomic<ID3D12PipelineState*> state{nullptr};
std::atomic<ID3D12RootSignature*> root_signature{nullptr};
PipelineRuntimeDescription description;
D3D12Shader::D3D12Translation* pending_vertex_shader = nullptr;
D3D12Shader::D3D12Translation* pending_pixel_shader = nullptr;
uint8_t priority = 0;
};
struct PipelineCreationPriorityComparator {
bool operator()(const Pipeline* a, const Pipeline* b) const {
uint8_t priority_a = a ? a->priority : 0;
uint8_t priority_b = b ? b->priority : 0;
return priority_a < priority_b;
}
};
// All previously generated pipelines identified by hash and the description.
std::unordered_multimap<uint64_t, Pipeline*, rex::IdentityHasher<uint64_t>> pipelines_;
// Previously used pipeline. This matches our current state settings and
// allows us to quickly(ish) reuse the pipeline if no registers have been
// changed.
Pipeline* current_pipeline_ = nullptr;
// Currently open shader storage path.
std::filesystem::path shader_storage_cache_root_;
uint32_t shader_storage_title_id_ = 0;
// Shader storage output stream, for preload in the next emulator runs.
FILE* shader_storage_file_ = nullptr;
// For only writing shaders to the currently open storage once, incremented
// when switching the storage.
uint32_t shader_storage_index_ = 0;
bool shader_storage_file_flush_needed_ = false;
// Pipeline storage output stream, for preload in the next emulator runs.
FILE* pipeline_storage_file_ = nullptr;
bool pipeline_storage_file_flush_needed_ = false;
// Thread for asynchronous writing to the storage streams.
void StorageWriteThread();
std::mutex storage_write_request_lock_;
std::condition_variable storage_write_request_cond_;
// Storage thread input is protected with storage_write_request_lock_, and the
// thread is notified about its change via storage_write_request_cond_.
std::deque<const Shader*> storage_write_shader_queue_;
std::deque<PipelineStoredDescription> storage_write_pipeline_queue_;
bool storage_write_flush_shaders_ = false;
bool storage_write_flush_pipelines_ = false;
bool storage_write_thread_shutdown_ = false;
std::unique_ptr<rex::thread::Thread> storage_write_thread_;
// Pipeline creation threads.
void CreationThread(size_t thread_index);
void CreateQueuedPipelinesOnProcessorThread();
std::mutex creation_request_lock_;
std::condition_variable creation_request_cond_;
// Protected with creation_request_lock_, notify_one creation_request_cond_
// when set.
std::priority_queue<Pipeline*, std::vector<Pipeline*>, PipelineCreationPriorityComparator>
creation_queue_;
// Number of threads that are currently creating a pipeline - incremented when
// a pipeline is dequeued (the completion event can't be triggered before this
// is zero). Protected with creation_request_lock_.
size_t creation_threads_busy_ = 0;
// Manual-reset event set when the last queued pipeline is created and there
// are no more pipelines to create. This is triggered by the thread creating
// the last pipeline.
std::unique_ptr<rex::thread::Event> creation_completion_event_;
// Whether setting the event on completion is queued. Protected with
// creation_request_lock_, notify_one creation_request_cond_ when set.
bool creation_completion_set_event_ = false;
// Creation threads with this index or above need to be shut down as soon as
// possible. Protected with creation_request_lock_, notify_all
// creation_request_cond_ when set.
size_t creation_threads_shutdown_from_ = SIZE_MAX;
std::vector<std::unique_ptr<rex::thread::Thread>> creation_threads_;
};
} // namespace rex::graphics::d3d12