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8 Commits

Author SHA1 Message Date
Fernando Sahmkow
218ee18417 Texture Cache: Improve documentation 2019-12-22 12:29:23 -04:00
Fernando Sahmkow
a3916588b6 Texture Cache: Address Feedback 2019-12-22 12:24:34 -04:00
Fernando Sahmkow
51c9e98677 Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
This commit adds a series of HLE methods for handling 3D textures in
general. This helps games that generate 3D textures on every frame and
may reduce loading times for certain games.
2019-12-22 12:24:34 -04:00
Fernando Sahmkow
aea978e037 Merge pull request #3230 from ReinUsesLisp/vk-emu-shaders
renderer_vulkan/shader: Add helper GLSL shaders
2019-12-22 11:23:09 -04:00
Fernando Sahmkow
27efcc15e9 Merge pull request #3240 from ReinUsesLisp/decomp-cond-code
vk_shader_decompiler: Use Visit instead of reimplementing it
2019-12-22 11:20:55 -04:00
bunnei
16dcfacbfc Merge pull request #3235 from ReinUsesLisp/ldg-u8
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-21 22:50:28 -05:00
ReinUsesLisp
ae8d4b6c0c shader/memory: Implement LDG.U8 and unaligned U8 loads
LDG can load single bytes instead of full integers or packs of integers.
These have the advantage of loading bytes that are not aligned to 4
bytes.

To emulate these this commit gets the byte being referenced (by doing
"address & 3" and then using that to extract the byte from the loaded
integer:

result = bitfieldExtract(loaded_integer, (address % 4) * 8, 8)
2019-12-18 01:21:46 -03:00
ReinUsesLisp
b52297767e renderer_vulkan/shader: Add helper GLSL shaders
These shaders are used to specify code that is not dynamically generated
in the Vulkan backend. Instead of packing it inside the build system,
it's manually built and copied to the C++ file to avoid adding
unnecessary build time dependencies.

quad_array should be dropped in the future since it can be emulated with
a memory pool generated from the CPU.
2019-12-16 17:59:08 -03:00
9 changed files with 298 additions and 7 deletions

View File

@@ -0,0 +1,24 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
/*
* Build instructions:
* $ glslangValidator -V $THIS_FILE -o output.spv
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
* $ xxd -i optimized.spv
*
* Then copy that bytecode to the C++ file
*/
#version 460 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 1) uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
}

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@@ -0,0 +1,28 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
/*
* Build instructions:
* $ glslangValidator -V $THIS_FILE -o output.spv
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
* $ xxd -i optimized.spv
*
* Then copy that bytecode to the C++ file
*/
#version 460 core
layout (location = 0) in vec2 vert_position;
layout (location = 1) in vec2 vert_tex_coord;
layout (location = 0) out vec2 frag_tex_coord;
layout (set = 0, binding = 0) uniform MatrixBlock {
mat4 modelview_matrix;
};
void main() {
gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}

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@@ -0,0 +1,37 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
/*
* Build instructions:
* $ glslangValidator -V $THIS_FILE -o output.spv
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
* $ xxd -i optimized.spv
*
* Then copy that bytecode to the C++ file
*/
#version 460 core
layout (local_size_x = 1024) in;
layout (std430, set = 0, binding = 0) buffer OutputBuffer {
uint output_indexes[];
};
layout (push_constant) uniform PushConstants {
uint first;
};
void main() {
uint primitive = gl_GlobalInvocationID.x;
if (primitive * 6 >= output_indexes.length()) {
return;
}
const uint quad_map[6] = uint[](0, 1, 2, 0, 2, 3);
for (uint vertex = 0; vertex < 6; ++vertex) {
uint index = first + primitive * 4 + quad_map[vertex];
output_indexes[primitive * 6 + vertex] = index;
}
}

View File

@@ -0,0 +1,33 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
/*
* Build instructions:
* $ glslangValidator -V $THIS_FILE -o output.spv
* $ spirv-opt -O --strip-debug output.spv -o optimized.spv
* $ xxd -i optimized.spv
*
* Then copy that bytecode to the C++ file
*/
#version 460 core
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_shader_8bit_storage : require
layout (local_size_x = 1024) in;
layout (std430, set = 0, binding = 0) readonly buffer InputBuffer {
uint8_t input_indexes[];
};
layout (std430, set = 0, binding = 1) writeonly buffer OutputBuffer {
uint16_t output_indexes[];
};
void main() {
uint id = gl_GlobalInvocationID.x;
if (id < input_indexes.length()) {
output_indexes[id] = uint16_t(input_indexes[id]);
}
}

View File

@@ -22,7 +22,23 @@ using Tegra::Shader::Register;
namespace {
u32 GetUniformTypeElementsCount(Tegra::Shader::UniformType uniform_type) {
u32 GetLdgMemorySize(Tegra::Shader::UniformType uniform_type) {
switch (uniform_type) {
case Tegra::Shader::UniformType::UnsignedByte:
case Tegra::Shader::UniformType::Single:
return 1;
case Tegra::Shader::UniformType::Double:
return 2;
case Tegra::Shader::UniformType::Quad:
case Tegra::Shader::UniformType::UnsignedQuad:
return 4;
default:
UNIMPLEMENTED_MSG("Unimplemented size={}!", static_cast<u32>(uniform_type));
return 1;
}
}
u32 GetStgMemorySize(Tegra::Shader::UniformType uniform_type) {
switch (uniform_type) {
case Tegra::Shader::UniformType::Single:
return 1;
@@ -170,7 +186,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
const auto [real_address_base, base_address, descriptor] =
TrackGlobalMemory(bb, instr, false);
const u32 count = GetUniformTypeElementsCount(type);
const u32 count = GetLdgMemorySize(type);
if (!real_address_base || !base_address) {
// Tracking failed, load zeroes.
for (u32 i = 0; i < count; ++i) {
@@ -181,12 +197,22 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
for (u32 i = 0; i < count; ++i) {
const Node it_offset = Immediate(i * 4);
const Node real_address =
Operation(OperationCode::UAdd, NO_PRECISE, real_address_base, it_offset);
const Node gmem = MakeNode<GmemNode>(real_address, base_address, descriptor);
const Node real_address = Operation(OperationCode::UAdd, real_address_base, it_offset);
Node gmem = MakeNode<GmemNode>(real_address, base_address, descriptor);
if (type == Tegra::Shader::UniformType::UnsignedByte) {
// To handle unaligned loads get the byte used to dereferenced global memory
// and extract that byte from the loaded uint32.
Node byte = Operation(OperationCode::UBitwiseAnd, real_address, Immediate(3));
byte = Operation(OperationCode::ULogicalShiftLeft, std::move(byte), Immediate(3));
gmem = Operation(OperationCode::UBitfieldExtract, std::move(gmem), std::move(byte),
Immediate(8));
}
SetTemporary(bb, i, gmem);
}
for (u32 i = 0; i < count; ++i) {
SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
}
@@ -276,7 +302,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
break;
}
const u32 count = GetUniformTypeElementsCount(type);
const u32 count = GetStgMemorySize(type);
for (u32 i = 0; i < count; ++i) {
const Node it_offset = Immediate(i * 4);
const Node real_address = Operation(OperationCode::UAdd, real_address_base, it_offset);

View File

@@ -392,4 +392,42 @@ std::string SurfaceParams::TargetName() const {
}
}
u32 SurfaceParams::GetBlockSize() const {
const u32 x = 64U << block_width;
const u32 y = 8U << block_height;
const u32 z = 1U << block_depth;
return x * y * z;
}
std::pair<u32, u32> SurfaceParams::GetBlockXY() const {
const u32 x_pixels = 64U / GetBytesPerPixel();
const u32 x = x_pixels << block_width;
const u32 y = 8U << block_height;
return {x, y};
}
std::tuple<u32, u32, u32> SurfaceParams::GetBlockOffsetXYZ(u32 offset) const {
const auto div_ceil = [](const u32 x, const u32 y) { return ((x + y - 1) / y); };
const u32 block_size = GetBlockSize();
const u32 block_index = offset / block_size;
const u32 gob_offset = offset % block_size;
const u32 gob_index = gob_offset / static_cast<u32>(Tegra::Texture::GetGOBSize());
const u32 x_gob_pixels = 64U / GetBytesPerPixel();
const u32 x_block_pixels = x_gob_pixels << block_width;
const u32 y_block_pixels = 8U << block_height;
const u32 z_block_pixels = 1U << block_depth;
const u32 x_blocks = div_ceil(width, x_block_pixels);
const u32 y_blocks = div_ceil(height, y_block_pixels);
const u32 z_blocks = div_ceil(depth, z_block_pixels);
const u32 base_x = block_index % x_blocks;
const u32 base_y = (block_index / x_blocks) % y_blocks;
const u32 base_z = (block_index / (x_blocks * y_blocks)) % z_blocks;
u32 x = base_x * x_block_pixels;
u32 y = base_y * y_block_pixels;
u32 z = base_z * z_block_pixels;
z += gob_index >> block_height;
y += (gob_index * 8U) % y_block_pixels;
return {x, y, z};
}
} // namespace VideoCommon

View File

@@ -4,6 +4,8 @@
#pragma once
#include <utility>
#include "common/alignment.h"
#include "common/bit_util.h"
#include "common/cityhash.h"
@@ -136,6 +138,15 @@ public:
std::size_t GetConvertedMipmapSize(u32 level) const;
/// Get this texture Tegra Block size in guest memory layout
u32 GetBlockSize() const;
/// Get X, Y coordinates max sizes of a single block.
std::pair<u32, u32> GetBlockXY() const;
/// Get the offset in x, y, z coordinates from a memory offset
std::tuple<u32, u32, u32> GetBlockOffsetXYZ(u32 offset) const;
/// Returns the size of a layer in bytes in guest memory.
std::size_t GetGuestLayerSize() const {
return GetLayerSize(false, false);
@@ -269,7 +280,8 @@ private:
/// Returns the size of all mipmap levels and aligns as needed.
std::size_t GetInnerMemorySize(bool as_host_size, bool layer_only, bool uncompressed) const {
return GetLayerSize(as_host_size, uncompressed) * (layer_only ? 1U : depth);
return GetLayerSize(as_host_size, uncompressed) *
(layer_only ? 1U : (is_layered ? depth : 1U));
}
/// Returns the size of a layer

View File

@@ -615,6 +615,86 @@ private:
return {{new_surface, new_surface->GetMainView()}};
}
/**
* Takes care of managing 3D textures and its slices. Does HLE methods for reconstructing the 3D
* textures within the GPU if possible. Falls back to LLE when it isn't possible to use any of
* the HLE methods.
*
* @param overlaps The overlapping surfaces registered in the cache.
* @param params The parameters on the new surface.
* @param gpu_addr The starting address of the new surface.
* @param cache_addr The starting address of the new surface on physical memory.
* @param preserve_contents Indicates that the new surface should be loaded from memory or
* left blank.
*/
std::optional<std::pair<TSurface, TView>> Manage3DSurfaces(std::vector<TSurface>& overlaps,
const SurfaceParams& params,
const GPUVAddr gpu_addr,
const CacheAddr cache_addr,
bool preserve_contents) {
if (params.target == SurfaceTarget::Texture3D) {
bool failed = false;
if (params.num_levels > 1) {
// We can't handle mipmaps in 3D textures yet, better fallback to LLE approach
return std::nullopt;
}
TSurface new_surface = GetUncachedSurface(gpu_addr, params);
bool modified = false;
for (auto& surface : overlaps) {
const SurfaceParams& src_params = surface->GetSurfaceParams();
if (src_params.target != SurfaceTarget::Texture2D) {
failed = true;
break;
}
if (src_params.height != params.height) {
failed = true;
break;
}
if (src_params.block_depth != params.block_depth ||
src_params.block_height != params.block_height) {
failed = true;
break;
}
const u32 offset = static_cast<u32>(surface->GetCacheAddr() - cache_addr);
const auto [x, y, z] = params.GetBlockOffsetXYZ(offset);
modified |= surface->IsModified();
const CopyParams copy_params(0, 0, 0, 0, 0, z, 0, 0, params.width, params.height,
1);
ImageCopy(surface, new_surface, copy_params);
}
if (failed) {
return std::nullopt;
}
for (const auto& surface : overlaps) {
Unregister(surface);
}
new_surface->MarkAsModified(modified, Tick());
Register(new_surface);
auto view = new_surface->GetMainView();
return {{std::move(new_surface), view}};
} else {
for (const auto& surface : overlaps) {
if (!surface->MatchTarget(params.target)) {
if (overlaps.size() == 1 && surface->GetCacheAddr() == cache_addr) {
if (Settings::values.use_accurate_gpu_emulation) {
return std::nullopt;
}
Unregister(surface);
return InitializeSurface(gpu_addr, params, preserve_contents);
}
return std::nullopt;
}
if (surface->GetCacheAddr() != cache_addr) {
continue;
}
if (surface->MatchesStructure(params) == MatchStructureResult::FullMatch) {
return {{surface, surface->GetMainView()}};
}
}
return InitializeSurface(gpu_addr, params, preserve_contents);
}
}
/**
* Gets the starting address and parameters of a candidate surface and tries
* to find a matching surface within the cache. This is done in 3 big steps:
@@ -687,6 +767,15 @@ private:
}
}
// Check if it's a 3D texture
if (params.block_depth > 0) {
auto surface =
Manage3DSurfaces(overlaps, params, gpu_addr, cache_addr, preserve_contents);
if (surface) {
return *surface;
}
}
// Split cases between 1 overlap or many.
if (overlaps.size() == 1) {
TSurface current_surface = overlaps[0];

View File

@@ -12,6 +12,10 @@ namespace Tegra::Texture {
// GOBSize constant. Calculated by 64 bytes in x multiplied by 8 y coords, represents
// an small rect of (64/bytes_per_pixel)X8.
inline std::size_t GetGOBSize() {
return 512;
}
inline std::size_t GetGOBSizeShift() {
return 9;
}