ppsspp/GPU/Software/BinManager.cpp
2022-01-23 08:08:41 -08:00

602 lines
17 KiB
C++

// Copyright (c) 2022- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <atomic>
#include <condition_variable>
#include <mutex>
#include "Common/Profiler/Profiler.h"
#include "Common/Thread/ThreadManager.h"
#include "Common/TimeUtil.h"
#include "Core/System.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/RasterizerRectangle.h"
using namespace Rasterizer;
struct BinWaitable : public Waitable {
public:
BinWaitable() {
count_ = 0;
}
void Fill() {
count_++;
}
bool Empty() {
return count_ == 0;
}
void Drain() {
int result = --count_;
if (result == 0) {
// We were the last one to increment.
std::unique_lock<std::mutex> lock(mutex_);
cond_.notify_all();
}
}
void Wait() override {
std::unique_lock<std::mutex> lock(mutex_);
while (count_ != 0) {
cond_.wait(lock);
}
}
std::atomic<int> count_;
std::mutex mutex_;
std::condition_variable cond_;
};
static inline void DrawBinItem(const BinItem &item, const RasterizerState &state) {
switch (item.type) {
case BinItemType::TRIANGLE:
DrawTriangle(item.v0, item.v1, item.v2, item.range, state);
break;
case BinItemType::CLEAR_RECT:
ClearRectangle(item.v0, item.v1, item.range, state);
break;
case BinItemType::SPRITE:
DrawSprite(item.v0, item.v1, item.range, state);
break;
case BinItemType::LINE:
DrawLine(item.v0, item.v1, item.range, state);
break;
case BinItemType::POINT:
DrawPoint(item.v0, item.range, state);
break;
}
}
class DrawBinItemsTask : public Task {
public:
DrawBinItemsTask(BinWaitable *notify, BinManager::BinItemQueue &items, std::atomic<bool> &status, const BinManager::BinStateQueue &states)
: notify_(notify), items_(items), status_(status), states_(states) {
}
TaskType Type() const override {
return TaskType::CPU_COMPUTE;
}
void Run() override {
ProcessItems();
status_ = false;
// In case of any atomic issues, do another pass.
ProcessItems();
notify_->Drain();
}
void Release() override {
// Don't delete, this is statically allocated.
}
private:
void ProcessItems() {
while (!items_.Empty()) {
const BinItem &item = items_.PeekNext();
DrawBinItem(item, states_[item.stateIndex]);
items_.SkipNext();
}
}
BinWaitable *notify_;
BinManager::BinItemQueue &items_;
std::atomic<bool> &status_;
const BinManager::BinStateQueue &states_;
};
constexpr int BinManager::MAX_POSSIBLE_TASKS;
BinManager::BinManager() {
queueRange_.x1 = 0x7FFFFFFF;
queueRange_.y1 = 0x7FFFFFFF;
queueRange_.x2 = 0;
queueRange_.y2 = 0;
waitable_ = new BinWaitable();
for (auto &s : taskStatus_)
s = false;
int maxInitTasks = std::min(g_threadManager.GetNumLooperThreads(), MAX_POSSIBLE_TASKS);
for (int i = 0; i < maxInitTasks; ++i) {
taskQueues_[i].Setup();
for (DrawBinItemsTask *&task : taskLists_[i].tasks)
task = new DrawBinItemsTask(waitable_, taskQueues_[i], taskStatus_[i], states_);
}
states_.Setup();
cluts_.Setup();
queue_.Setup();
}
BinManager::~BinManager() {
delete waitable_;
for (int i = 0; i < MAX_POSSIBLE_TASKS; ++i) {
for (DrawBinItemsTask *task : taskLists_[i].tasks)
delete task;
}
}
void BinManager::UpdateState() {
PROFILE_THIS_SCOPE("bin_state");
if (HasDirty(SoftDirty::PIXEL_ALL | SoftDirty::SAMPLER_ALL | SoftDirty::RAST_ALL)) {
if (states_.Full())
Flush("states");
stateIndex_ = (int)states_.Push(RasterizerState());
ComputeRasterizerState(&states_[stateIndex_]);
states_[stateIndex_].samplerID.cached.clut = cluts_[clutIndex_].readable;
ClearDirty(SoftDirty::PIXEL_ALL | SoftDirty::SAMPLER_ALL | SoftDirty::RAST_ALL);
}
if (lastFlipstats_ != gpuStats.numFlips) {
lastFlipstats_ = gpuStats.numFlips;
ResetStats();
}
const auto &state = State();
const bool hadDepth = pendingWrites_[1].base != 0;
if (HasDirty(SoftDirty::BINNER_RANGE)) {
DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1());
DrawingCoords scissorBR(gstate.getScissorX2(), gstate.getScissorY2());
ScreenCoords screenScissorTL = TransformUnit::DrawingToScreen(scissorTL, 0);
ScreenCoords screenScissorBR = TransformUnit::DrawingToScreen(scissorBR, 0);
scissor_.x1 = screenScissorTL.x;
scissor_.y1 = screenScissorTL.y;
scissor_.x2 = screenScissorBR.x + 15;
scissor_.y2 = screenScissorBR.y + 15;
// Our bin sizes are based on offset, so if that changes we have to flush.
if (queueOffsetX_ != gstate.getOffsetX16() || queueOffsetY_ != gstate.getOffsetY16()) {
Flush("offset");
queueOffsetX_ = gstate.getOffsetX16();
queueOffsetY_ = gstate.getOffsetY16();
}
// If we're about to texture from something still pending (i.e. depth), flush.
if (HasTextureWrite(state))
Flush("tex");
// Okay, now update what's pending.
constexpr uint32_t mirrorMask = 0x0FFFFFFF & ~0x00600000;
const uint32_t bpp = state.pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
pendingWrites_[0].Expand(gstate.getFrameBufAddress() & mirrorMask, bpp, gstate.FrameBufStride(), scissorTL, scissorBR);
if (state.pixelID.depthWrite)
pendingWrites_[1].Expand(gstate.getDepthBufAddress() & mirrorMask, 2, gstate.DepthBufStride(), scissorTL, scissorBR);
ClearDirty(SoftDirty::BINNER_RANGE);
} else if (pendingOverlap_) {
if (HasTextureWrite(state))
Flush("tex");
}
if (HasDirty(SoftDirty::BINNER_OVERLAP)) {
// Disallow threads when rendering to the target, even offset.
bool selfRender = HasTextureWrite(state);
int newMaxTasks = selfRender ? 1 : g_threadManager.GetNumLooperThreads();
if (newMaxTasks > MAX_POSSIBLE_TASKS)
newMaxTasks = MAX_POSSIBLE_TASKS;
// We don't want to overlap wrong, so flush any pending.
if (maxTasks_ != newMaxTasks) {
maxTasks_ = newMaxTasks;
Flush("selfrender");
}
pendingOverlap_ = pendingOverlap_ || selfRender;
// Lastly, we have to check if we're newly writing depth we were texturing before.
// This happens in Call of Duty (depth clear after depth texture), for example.
if (!hadDepth && state.pixelID.depthWrite) {
for (size_t i = 0; i < states_.Size(); ++i) {
if (HasTextureWrite(states_.Peek(i))) {
Flush("selfdepth");
}
}
}
ClearDirty(SoftDirty::BINNER_OVERLAP);
}
}
bool BinManager::HasTextureWrite(const RasterizerState &state) {
if (!state.enableTextures)
return false;
const int textureBits = textureBitsPerPixel[state.samplerID.texfmt];
for (int i = 0; i <= state.maxTexLevel; ++i) {
int byteStride = (state.texbufw[i] * textureBits) / 8;
int byteWidth = (state.samplerID.cached.sizes[i].w * textureBits) / 8;
int h = state.samplerID.cached.sizes[i].h;
if (HasPendingWrite(state.texaddr[i], byteStride, byteWidth, h))
return true;
}
return false;
}
inline void BinDirtyRange::Expand(uint32_t newBase, uint32_t bpp, uint32_t stride, DrawingCoords &tl, DrawingCoords &br) {
const uint32_t w = br.x - tl.x + 1;
const uint32_t h = br.y - tl.y + 1;
newBase += tl.y * stride * bpp + tl.x * bpp;
if (base == 0) {
base = newBase;
strideBytes = stride * bpp;
widthBytes = w * bpp;
height = h;
return;
}
height = std::max(height, h);
if (base == newBase && strideBytes == stride * bpp) {
widthBytes = std::max(widthBytes, w * bpp);
return;
}
if (stride != 0)
height += ((int)base - (int)newBase) / (stride * bpp);
base = std::min(base, newBase);
strideBytes = std::max(strideBytes, stride * bpp);
widthBytes = strideBytes;
}
void BinManager::UpdateClut(const void *src) {
PROFILE_THIS_SCOPE("bin_clut");
if (cluts_.Full())
Flush("cluts");
clutIndex_ = (int)cluts_.Push(BinClut());
memcpy(cluts_[clutIndex_].readable, src, sizeof(BinClut));
}
void BinManager::AddTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2) {
Vec2<int> d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y);
Vec2<int> d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y);
Vec2<int> d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y);
// Drop primitives which are not in CCW order by checking the cross product.
if (d01.x * d02.y - d01.y * d02.x < 0)
return;
// If all points have identical coords, we'll have 0 weights and not skip properly, so skip here.
if (d01.x == 0 && d01.y == 0 && d02.x == 0 && d02.y == 0)
return;
// Was it fully outside the scissor?
const BinCoords range = Range(v0, v1, v2);
if (range.Invalid())
return;
if (queue_.Full())
Drain();
queue_.Push(BinItem{ BinItemType::TRIANGLE, stateIndex_, range, v0, v1, v2 });
Expand(range);
}
void BinManager::AddClearRect(const VertexData &v0, const VertexData &v1) {
const BinCoords range = Range(v0, v1);
if (range.Invalid())
return;
if (queue_.Full())
Drain();
queue_.Push(BinItem{ BinItemType::CLEAR_RECT, stateIndex_, range, v0, v1 });
Expand(range);
}
void BinManager::AddSprite(const VertexData &v0, const VertexData &v1) {
const BinCoords range = Range(v0, v1);
if (range.Invalid())
return;
if (queue_.Full())
Drain();
queue_.Push(BinItem{ BinItemType::SPRITE, stateIndex_, range, v0, v1 });
Expand(range);
}
void BinManager::AddLine(const VertexData &v0, const VertexData &v1) {
const BinCoords range = Range(v0, v1);
if (range.Invalid())
return;
if (queue_.Full())
Drain();
queue_.Push(BinItem{ BinItemType::LINE, stateIndex_, range, v0, v1 });
Expand(range);
}
void BinManager::AddPoint(const VertexData &v0) {
const BinCoords range = Range(v0);
if (range.Invalid())
return;
if (queue_.Full())
Drain();
queue_.Push(BinItem{ BinItemType::POINT, stateIndex_, range, v0 });
Expand(range);
}
void BinManager::Drain() {
PROFILE_THIS_SCOPE("bin_drain");
// If the waitable has fully drained, we can update our binning decisions.
if (!tasksSplit_ || waitable_->Empty()) {
int w2 = (queueRange_.x2 - queueRange_.x1 + 31) / 32;
int h2 = (queueRange_.y2 - queueRange_.y1 + 31) / 32;
// Always bin the entire possible range, but focus on the drawn area.
ScreenCoords tl(queueOffsetX_, queueOffsetY_, 0);
ScreenCoords br(queueOffsetX_ + 1024 * 16, queueOffsetY_ + 1024 * 16, 0);
taskRanges_.clear();
if (h2 >= 18 && w2 >= h2 * 4) {
int bin_w = std::max(4, (w2 + maxTasks_ - 1) / maxTasks_) * 32;
taskRanges_.push_back(BinCoords{ tl.x, tl.y, queueRange_.x1 + bin_w - 1, br.y - 1 });
for (int x = queueRange_.x1 + bin_w; x <= queueRange_.x2; x += bin_w) {
int x2 = x + bin_w > queueRange_.x2 ? br.x : x + bin_w;
taskRanges_.push_back(BinCoords{ x, tl.y, x2 - 1, br.y - 1 });
}
} else if (h2 >= 18 && w2 >= 18) {
int bin_h = std::max(4, (h2 + maxTasks_ - 1) / maxTasks_) * 32;
taskRanges_.push_back(BinCoords{ tl.x, tl.y, br.x - 1, queueRange_.y1 + bin_h - 1 });
for (int y = queueRange_.y1 + bin_h; y <= queueRange_.y2; y += bin_h) {
int y2 = y + bin_h > queueRange_.y2 ? br.y : y + bin_h;
taskRanges_.push_back(BinCoords{ tl.x, y, br.x - 1, y2 - 1 });
}
}
tasksSplit_ = true;
}
if (taskRanges_.size() <= 1) {
PROFILE_THIS_SCOPE("bin_drain_single");
while (!queue_.Empty()) {
const BinItem &item = queue_.PeekNext();
DrawBinItem(item, states_[item.stateIndex]);
queue_.SkipNext();
}
} else {
while (!queue_.Empty()) {
const BinItem &item = queue_.PeekNext();
for (int i = 0; i < (int)taskRanges_.size(); ++i) {
const BinCoords range = taskRanges_[i].Intersect(item.range);
if (range.Invalid())
continue;
// This shouldn't often happen, but if it does, wait for space.
if (taskQueues_[i].Full())
waitable_->Wait();
BinItem &taskItem = taskQueues_[i].PeekPush();
taskItem = item;
taskItem.range = range;
taskQueues_[i].PushPeeked();
}
queue_.SkipNext();
}
int threads = 0;
for (int i = 0; i < (int)taskRanges_.size(); ++i) {
if (taskQueues_[i].Empty())
continue;
threads++;
if (taskStatus_[i])
continue;
waitable_->Fill();
taskStatus_[i] = true;
g_threadManager.EnqueueTaskOnThread(i, taskLists_[i].Next(), true);
enqueues_++;
}
mostThreads_ = std::max(mostThreads_, threads);
}
}
void BinManager::Flush(const char *reason) {
double st;
if (coreCollectDebugStats)
st = time_now_d();
Drain();
waitable_->Wait();
taskRanges_.clear();
tasksSplit_ = false;
queue_.Reset();
while (states_.Size() > 1)
states_.SkipNext();
while (cluts_.Size() > 1)
cluts_.SkipNext();
queueRange_.x1 = 0x7FFFFFFF;
queueRange_.y1 = 0x7FFFFFFF;
queueRange_.x2 = 0;
queueRange_.y2 = 0;
for (auto &pending : pendingWrites_)
pending.base = 0;
pendingOverlap_ = false;
// We'll need to set the pending writes again, since we just flushed it.
dirty_ |= SoftDirty::BINNER_RANGE;
if (coreCollectDebugStats) {
double et = time_now_d();
flushReasonTimes_[reason] += et - st;
if (et - st > slowestFlushTime_) {
slowestFlushTime_ = et - st;
slowestFlushReason_ = reason;
}
}
}
bool BinManager::HasPendingWrite(uint32_t start, uint32_t stride, uint32_t w, uint32_t h) {
// We can only write to VRAM.
if (!Memory::IsVRAMAddress(start))
return false;
// Ignore mirrors for overlap detection.
start &= 0x0FFFFFFF & ~0x00600000;
uint32_t size = stride * h;
for (const auto &range : pendingWrites_) {
if (range.base == 0 || range.strideBytes == 0)
continue;
if (start >= range.base + range.height * range.strideBytes || start + size <= range.base)
continue;
// Let's simply go through each line. Might be in the stride gap.
uint32_t row = start;
for (uint32_t y = 0; y < h; ++y) {
int32_t offset = row - range.base;
int32_t rangeY = offset / (int32_t)range.strideBytes;
uint32_t rangeX = offset % (int32_t)range.strideBytes;
if (rangeY >= 0 && (uint32_t)rangeY < range.height) {
// If this row is either within width, or extends beyond stride, overlap.
if (rangeX < range.widthBytes || rangeX + w >= range.strideBytes)
return true;
}
row += stride;
}
}
return false;
}
void BinManager::GetStats(char *buffer, size_t bufsize) {
double allTotal = 0.0;
double slowestTotalTime = 0.0;
const char *slowestTotalReason = nullptr;
for (auto &it : flushReasonTimes_) {
if (it.second > slowestTotalTime) {
slowestTotalTime = it.second;
slowestTotalReason = it.first;
}
allTotal += it.second;
}
// Many games are 30 FPS, so check last frame too for better stats.
double recentTotal = allTotal;
double slowestRecentTime = slowestTotalTime;
const char *slowestRecentReason = slowestTotalReason;
for (auto &it : lastFlushReasonTimes_) {
if (it.second > slowestRecentTime) {
slowestRecentTime = it.second;
slowestRecentReason = it.first;
}
recentTotal += it.second;
}
snprintf(buffer, bufsize,
"Slowest individual flush: %s (%0.4f)\n"
"Slowest frame flush: %s (%0.4f)\n"
"Slowest recent flush: %s (%0.4f)\n"
"Total flush time: %0.4f (%05.2f%%, last 2: %05.2f%%)\n"
"Thread enqueues: %d, count %d",
slowestFlushReason_, slowestFlushTime_,
slowestTotalReason, slowestTotalTime,
slowestRecentReason, slowestRecentTime,
allTotal, allTotal * (6000.0 / 1.001), recentTotal * (3000.0 / 1.001),
enqueues_, mostThreads_);
}
void BinManager::ResetStats() {
lastFlushReasonTimes_ = std::move(flushReasonTimes_);
flushReasonTimes_.clear();
slowestFlushReason_ = nullptr;
slowestFlushTime_ = 0.0;
enqueues_ = 0;
mostThreads_ = 0;
}
inline BinCoords BinCoords::Intersect(const BinCoords &range) const {
BinCoords sub;
sub.x1 = std::max(x1, range.x1);
sub.y1 = std::max(y1, range.y1);
sub.x2 = std::min(x2, range.x2);
sub.y2 = std::min(y2, range.y2);
return sub;
}
BinCoords BinManager::Scissor(BinCoords range) {
return range.Intersect(scissor_);
}
BinCoords BinManager::Range(const VertexData &v0, const VertexData &v1, const VertexData &v2) {
BinCoords range;
range.x1 = std::min(std::min(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) & ~0xF;
range.y1 = std::min(std::min(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) & ~0xF;
range.x2 = std::max(std::max(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) | 0xF;
range.y2 = std::max(std::max(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) | 0xF;
return Scissor(range);
}
BinCoords BinManager::Range(const VertexData &v0, const VertexData &v1) {
BinCoords range;
range.x1 = std::min(v0.screenpos.x, v1.screenpos.x) & ~0xF;
range.y1 = std::min(v0.screenpos.y, v1.screenpos.y) & ~0xF;
range.x2 = std::max(v0.screenpos.x, v1.screenpos.x) | 0xF;
range.y2 = std::max(v0.screenpos.y, v1.screenpos.y) | 0xF;
return Scissor(range);
}
BinCoords BinManager::Range(const VertexData &v0) {
BinCoords range;
range.x1 = v0.screenpos.x & ~0xF;
range.y1 = v0.screenpos.y & ~0xF;
range.x2 = v0.screenpos.x | 0xF;
range.y2 = v0.screenpos.y | 0xF;
return Scissor(range);
}
void BinManager::Expand(const BinCoords &range) {
queueRange_.x1 = std::min(queueRange_.x1, range.x1);
queueRange_.y1 = std::min(queueRange_.y1, range.y1);
queueRange_.x2 = std::max(queueRange_.x2, range.x2);
queueRange_.y2 = std::max(queueRange_.y2, range.y2);
if (maxTasks_ == 1 || (queueRange_.y2 - queueRange_.y1 >= 224 * 16 && enqueues_ < 36 * maxTasks_)) {
Drain();
}
}