dxvk/src/dxvk/dxvk_graphics.cpp

423 lines
17 KiB
C++

#include <chrono>
#include <cstring>
#include "dxvk_device.h"
#include "dxvk_graphics.h"
#include "dxvk_spec_const.h"
namespace dxvk {
DxvkGraphicsPipelineStateInfo::DxvkGraphicsPipelineStateInfo() {
std::memset(this, 0, sizeof(DxvkGraphicsPipelineStateInfo));
}
DxvkGraphicsPipelineStateInfo::DxvkGraphicsPipelineStateInfo(
const DxvkGraphicsPipelineStateInfo& other) {
std::memcpy(this, &other, sizeof(DxvkGraphicsPipelineStateInfo));
}
DxvkGraphicsPipelineStateInfo& DxvkGraphicsPipelineStateInfo::operator = (
const DxvkGraphicsPipelineStateInfo& other) {
std::memcpy(this, &other, sizeof(DxvkGraphicsPipelineStateInfo));
return *this;
}
bool DxvkGraphicsPipelineStateInfo::operator == (const DxvkGraphicsPipelineStateInfo& other) const {
return std::memcmp(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)) == 0;
}
bool DxvkGraphicsPipelineStateInfo::operator != (const DxvkGraphicsPipelineStateInfo& other) const {
return std::memcmp(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)) != 0;
}
DxvkGraphicsPipelineInstance::DxvkGraphicsPipelineInstance(
const Rc<vk::DeviceFn>& vkd,
const DxvkGraphicsPipelineStateInfo& stateVector,
VkRenderPass renderPass,
VkPipeline basePipeline)
: m_vkd (vkd),
m_stateVector (stateVector),
m_renderPass (renderPass),
m_basePipeline(basePipeline),
m_fastPipeline(VK_NULL_HANDLE) {
}
DxvkGraphicsPipelineInstance::~DxvkGraphicsPipelineInstance() {
m_vkd->vkDestroyPipeline(m_vkd->device(), m_basePipeline, nullptr);
m_vkd->vkDestroyPipeline(m_vkd->device(), m_fastPipeline, nullptr);
}
DxvkGraphicsPipeline::DxvkGraphicsPipeline(
const DxvkDevice* device,
const Rc<DxvkPipelineCache>& cache,
const Rc<DxvkPipelineCompiler>& compiler,
const Rc<DxvkShader>& vs,
const Rc<DxvkShader>& tcs,
const Rc<DxvkShader>& tes,
const Rc<DxvkShader>& gs,
const Rc<DxvkShader>& fs)
: m_device(device), m_vkd(device->vkd()),
m_cache(cache), m_compiler(compiler) {
DxvkDescriptorSlotMapping slotMapping;
if (vs != nullptr) vs ->defineResourceSlots(slotMapping);
if (tcs != nullptr) tcs->defineResourceSlots(slotMapping);
if (tes != nullptr) tes->defineResourceSlots(slotMapping);
if (gs != nullptr) gs ->defineResourceSlots(slotMapping);
if (fs != nullptr) fs ->defineResourceSlots(slotMapping);
slotMapping.makeDescriptorsDynamic(
device->options().maxNumDynamicUniformBuffers,
device->options().maxNumDynamicStorageBuffers);
m_layout = new DxvkPipelineLayout(m_vkd,
slotMapping.bindingCount(),
slotMapping.bindingInfos(),
VK_PIPELINE_BIND_POINT_GRAPHICS);
if (vs != nullptr) m_vs = vs ->createShaderModule(m_vkd, slotMapping);
if (tcs != nullptr) m_tcs = tcs->createShaderModule(m_vkd, slotMapping);
if (tes != nullptr) m_tes = tes->createShaderModule(m_vkd, slotMapping);
if (gs != nullptr) m_gs = gs ->createShaderModule(m_vkd, slotMapping);
if (fs != nullptr) m_fs = fs ->createShaderModule(m_vkd, slotMapping);
m_vsIn = vs != nullptr ? vs->interfaceSlots().inputSlots : 0;
m_fsOut = fs != nullptr ? fs->interfaceSlots().outputSlots : 0;
m_common.msSampleShadingEnable = fs != nullptr && fs->hasCapability(spv::CapabilitySampleRateShading);
m_common.msSampleShadingFactor = 1.0f;
}
DxvkGraphicsPipeline::~DxvkGraphicsPipeline() {
}
VkPipeline DxvkGraphicsPipeline::getPipelineHandle(
const DxvkGraphicsPipelineStateInfo& state,
const DxvkRenderPass& renderPass,
DxvkStatCounters& stats) {
VkRenderPass renderPassHandle = renderPass.getDefaultHandle();
{ std::lock_guard<sync::Spinlock> lock(m_mutex);
DxvkGraphicsPipelineInstance* pipeline =
this->findInstance(state, renderPassHandle);
if (pipeline != nullptr)
return pipeline->getPipeline();
}
// If the pipeline state vector is invalid, don't try
// to create a new pipeline, it won't work anyway.
if (!this->validatePipelineState(state))
return VK_NULL_HANDLE;
// If no pipeline instance exists with the given state
// vector, create a new one and add it to the list.
VkPipeline newPipelineBase = m_basePipelineBase.load();
VkPipeline newPipelineHandle = this->compilePipeline(state, renderPassHandle,
m_compiler != nullptr ? VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT : 0,
newPipelineBase);
Rc<DxvkGraphicsPipelineInstance> newPipeline =
new DxvkGraphicsPipelineInstance(m_device->vkd(), state,
renderPassHandle, newPipelineHandle);
{ std::lock_guard<sync::Spinlock> lock(m_mutex);
// Discard the pipeline if another thread
// was faster compiling the same pipeline
DxvkGraphicsPipelineInstance* pipeline =
this->findInstance(state, renderPassHandle);
if (pipeline != nullptr)
return pipeline->getPipeline();
// Add new pipeline to the set
m_pipelines.push_back(newPipeline);
stats.addCtr(DxvkStatCounter::PipeCountGraphics, 1);
}
// Use the new pipeline as the base pipeline for derivative pipelines
if (newPipelineBase == VK_NULL_HANDLE && newPipelineHandle != VK_NULL_HANDLE)
m_basePipelineBase.compare_exchange_strong(newPipelineBase, newPipelineHandle);
// Compile optimized pipeline asynchronously
if (m_compiler != nullptr)
m_compiler->queueCompilation(this, newPipeline);
return newPipelineHandle;
}
void DxvkGraphicsPipeline::compileInstance(
const Rc<DxvkGraphicsPipelineInstance>& instance) {
// Compile an optimized version of the pipeline
VkPipeline newPipelineBase = m_fastPipelineBase.load();
VkPipeline newPipelineHandle = this->compilePipeline(
instance->m_stateVector, instance->m_renderPass,
0, m_fastPipelineBase);
// Use the new pipeline as the base pipeline for derivative pipelines
if (newPipelineBase == VK_NULL_HANDLE && newPipelineHandle != VK_NULL_HANDLE)
m_fastPipelineBase.compare_exchange_strong(newPipelineBase, newPipelineHandle);
// If an optimized version has been compiled
// in the meantime, discard the new pipeline
if (!instance->setFastPipeline(newPipelineHandle))
m_vkd->vkDestroyPipeline(m_vkd->device(), newPipelineHandle, nullptr);
}
DxvkGraphicsPipelineInstance* DxvkGraphicsPipeline::findInstance(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass renderPass) const {
for (const auto& pipeline : m_pipelines) {
if (pipeline->isCompatible(state, renderPass))
return pipeline.ptr();
}
return nullptr;
}
VkPipeline DxvkGraphicsPipeline::compilePipeline(
const DxvkGraphicsPipelineStateInfo& state,
VkRenderPass renderPass,
VkPipelineCreateFlags createFlags,
VkPipeline baseHandle) const {
if (Logger::logLevel() <= LogLevel::Debug) {
Logger::debug("Compiling graphics pipeline...");
this->logPipelineState(LogLevel::Debug, state);
}
std::array<VkDynamicState, 5> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_DEPTH_BIAS,
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
};
DxvkSpecConstantData specData;
specData.rasterizerSampleCount = uint32_t(state.msSampleCount);
for (uint32_t i = 0; i < MaxNumActiveBindings; i++)
specData.activeBindings[i] = state.bsBindingState.isBound(i) ? VK_TRUE : VK_FALSE;
VkSpecializationInfo specInfo;
specInfo.mapEntryCount = g_specConstantMap.mapEntryCount();
specInfo.pMapEntries = g_specConstantMap.mapEntryData();
specInfo.dataSize = sizeof(specData);
specInfo.pData = &specData;
std::vector<VkPipelineShaderStageCreateInfo> stages;
if (m_vs != nullptr) stages.push_back(m_vs->stageInfo(&specInfo));
if (m_tcs != nullptr) stages.push_back(m_tcs->stageInfo(&specInfo));
if (m_tes != nullptr) stages.push_back(m_tes->stageInfo(&specInfo));
if (m_gs != nullptr) stages.push_back(m_gs->stageInfo(&specInfo));
if (m_fs != nullptr) stages.push_back(m_fs->stageInfo(&specInfo));
std::array<VkVertexInputBindingDivisorDescriptionEXT, MaxNumVertexBindings> viDivisorDesc;
uint32_t viDivisorCount = 0;
for (uint32_t i = 0; i < state.ilBindingCount; i++) {
if (state.ilBindings[i].inputRate == VK_VERTEX_INPUT_RATE_INSTANCE) {
const uint32_t id = viDivisorCount++;
viDivisorDesc[id].binding = state.ilBindings[i].binding;
viDivisorDesc[id].divisor = state.ilDivisors[i];
}
}
VkPipelineVertexInputDivisorStateCreateInfoEXT viDivisorInfo;
viDivisorInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT;
viDivisorInfo.pNext = nullptr;
viDivisorInfo.vertexBindingDivisorCount = viDivisorCount;
viDivisorInfo.pVertexBindingDivisors = viDivisorDesc.data();
VkPipelineVertexInputStateCreateInfo viInfo;
viInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
viInfo.pNext = &viDivisorInfo;
viInfo.flags = 0;
viInfo.vertexBindingDescriptionCount = state.ilBindingCount;
viInfo.pVertexBindingDescriptions = state.ilBindings;
viInfo.vertexAttributeDescriptionCount = state.ilAttributeCount;
viInfo.pVertexAttributeDescriptions = state.ilAttributes;
if (viDivisorCount == 0)
viInfo.pNext = viDivisorInfo.pNext;
VkPipelineInputAssemblyStateCreateInfo iaInfo;
iaInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
iaInfo.pNext = nullptr;
iaInfo.flags = 0;
iaInfo.topology = state.iaPrimitiveTopology;
iaInfo.primitiveRestartEnable = state.iaPrimitiveRestart;
VkPipelineTessellationStateCreateInfo tsInfo;
tsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO;
tsInfo.pNext = nullptr;
tsInfo.flags = 0;
tsInfo.patchControlPoints = state.iaPatchVertexCount;
VkPipelineViewportStateCreateInfo vpInfo;
vpInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vpInfo.pNext = nullptr;
vpInfo.flags = 0;
vpInfo.viewportCount = state.rsViewportCount;
vpInfo.pViewports = nullptr;
vpInfo.scissorCount = state.rsViewportCount;
vpInfo.pScissors = nullptr;
VkPipelineRasterizationStateCreateInfo rsInfo;
rsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rsInfo.pNext = nullptr;
rsInfo.flags = 0;
rsInfo.depthClampEnable = state.rsDepthClampEnable;
rsInfo.rasterizerDiscardEnable= VK_FALSE;
rsInfo.polygonMode = state.rsPolygonMode;
rsInfo.cullMode = state.rsCullMode;
rsInfo.frontFace = state.rsFrontFace;
rsInfo.depthBiasEnable = state.rsDepthBiasEnable;
rsInfo.depthBiasConstantFactor= 0.0f;
rsInfo.depthBiasClamp = 0.0f;
rsInfo.depthBiasSlopeFactor = 0.0f;
rsInfo.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo msInfo;
msInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
msInfo.pNext = nullptr;
msInfo.flags = 0;
msInfo.rasterizationSamples = state.msSampleCount;
msInfo.sampleShadingEnable = m_common.msSampleShadingEnable;
msInfo.minSampleShading = m_common.msSampleShadingFactor;
msInfo.pSampleMask = &state.msSampleMask;
msInfo.alphaToCoverageEnable = state.msEnableAlphaToCoverage;
msInfo.alphaToOneEnable = state.msEnableAlphaToOne;
VkPipelineDepthStencilStateCreateInfo dsInfo;
dsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
dsInfo.pNext = nullptr;
dsInfo.flags = 0;
dsInfo.depthTestEnable = state.dsEnableDepthTest;
dsInfo.depthWriteEnable = state.dsEnableDepthWrite;
dsInfo.depthCompareOp = state.dsDepthCompareOp;
dsInfo.depthBoundsTestEnable = VK_FALSE;
dsInfo.stencilTestEnable = state.dsEnableStencilTest;
dsInfo.front = state.dsStencilOpFront;
dsInfo.back = state.dsStencilOpBack;
dsInfo.minDepthBounds = 0.0f;
dsInfo.maxDepthBounds = 1.0f;
VkPipelineColorBlendStateCreateInfo cbInfo;
cbInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
cbInfo.pNext = nullptr;
cbInfo.flags = 0;
cbInfo.logicOpEnable = state.omEnableLogicOp;
cbInfo.logicOp = state.omLogicOp;
cbInfo.attachmentCount = DxvkLimits::MaxNumRenderTargets;
cbInfo.pAttachments = state.omBlendAttachments;
for (uint32_t i = 0; i < 4; i++)
cbInfo.blendConstants[i] = 0.0f;
VkPipelineDynamicStateCreateInfo dyInfo;
dyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyInfo.pNext = nullptr;
dyInfo.flags = 0;
dyInfo.dynamicStateCount = dynamicStates.size();
dyInfo.pDynamicStates = dynamicStates.data();
VkGraphicsPipelineCreateInfo info;
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = nullptr;
info.flags = createFlags;
info.stageCount = stages.size();
info.pStages = stages.data();
info.pVertexInputState = &viInfo;
info.pInputAssemblyState = &iaInfo;
info.pTessellationState = &tsInfo;
info.pViewportState = &vpInfo;
info.pRasterizationState = &rsInfo;
info.pMultisampleState = &msInfo;
info.pDepthStencilState = &dsInfo;
info.pColorBlendState = &cbInfo;
info.pDynamicState = &dyInfo;
info.layout = m_layout->pipelineLayout();
info.renderPass = renderPass;
info.subpass = 0;
info.basePipelineHandle = baseHandle;
info.basePipelineIndex = -1;
info.flags |= baseHandle == VK_NULL_HANDLE
? VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT
: VK_PIPELINE_CREATE_DERIVATIVE_BIT;
if (tsInfo.patchControlPoints == 0)
info.pTessellationState = nullptr;
// Time pipeline compilation for debugging purposes
auto t0 = std::chrono::high_resolution_clock::now();
VkPipeline pipeline = VK_NULL_HANDLE;
if (m_vkd->vkCreateGraphicsPipelines(m_vkd->device(),
m_cache->handle(), 1, &info, nullptr, &pipeline) != VK_SUCCESS) {
Logger::err("DxvkGraphicsPipeline: Failed to compile pipeline");
this->logPipelineState(LogLevel::Error, state);
return VK_NULL_HANDLE;
}
auto t1 = std::chrono::high_resolution_clock::now();
auto td = std::chrono::duration_cast<std::chrono::milliseconds>(t1 - t0);
Logger::debug(str::format("DxvkGraphicsPipeline: Finished in ", td.count(), " ms"));
return pipeline;
}
bool DxvkGraphicsPipeline::validatePipelineState(
const DxvkGraphicsPipelineStateInfo& state) const {
// Validate vertex input - each input slot consumed by the
// vertex shader must be provided by the input layout.
uint32_t providedVertexInputs = 0;
for (uint32_t i = 0; i < state.ilAttributeCount; i++)
providedVertexInputs |= 1u << state.ilAttributes[i].location;
if ((providedVertexInputs & m_vsIn) != m_vsIn)
return false;
// If there are no tessellation shaders, we
// obviously cannot use tessellation patches.
if ((state.iaPatchVertexCount != 0) && (m_tcs == nullptr || m_tes == nullptr))
return false;
// No errors
return true;
}
void DxvkGraphicsPipeline::logPipelineState(
LogLevel level,
const DxvkGraphicsPipelineStateInfo& state) const {
if (m_vs != nullptr) Logger::log(level, str::format(" vs : ", m_vs ->shader()->debugName()));
if (m_tcs != nullptr) Logger::log(level, str::format(" tcs : ", m_tcs->shader()->debugName()));
if (m_tes != nullptr) Logger::log(level, str::format(" tes : ", m_tes->shader()->debugName()));
if (m_gs != nullptr) Logger::log(level, str::format(" gs : ", m_gs ->shader()->debugName()));
if (m_fs != nullptr) Logger::log(level, str::format(" fs : ", m_fs ->shader()->debugName()));
// TODO log more pipeline state
}
}