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authorriperiperi <rhy3756547@hotmail.com>2023-01-13 00:31:21 +0000
committerGitHub <noreply@github.com>2023-01-13 01:31:21 +0100
commit8fa248ceb4cbc9d199bbac1d968df8b168106c2c (patch)
tree678ca26d2a909c6a85aba13a1b03df704cabfa2e /Ryujinx.Graphics.Vulkan/PipelineBase.cs
parent30862b5ffd6848b1296da23bc8bb7e9f96bb7e60 (diff)
Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
Diffstat (limited to 'Ryujinx.Graphics.Vulkan/PipelineBase.cs')
-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineBase.cs94
1 files changed, 84 insertions, 10 deletions
diff --git a/Ryujinx.Graphics.Vulkan/PipelineBase.cs b/Ryujinx.Graphics.Vulkan/PipelineBase.cs
index dfcb32d4..1c0c836b 100644
--- a/Ryujinx.Graphics.Vulkan/PipelineBase.cs
+++ b/Ryujinx.Graphics.Vulkan/PipelineBase.cs
@@ -2,6 +2,7 @@
using Ryujinx.Graphics.Shader;
using Silk.NET.Vulkan;
using System;
+using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@@ -50,6 +51,11 @@ namespace Ryujinx.Graphics.Vulkan
private Auto<DisposableRenderPass> _renderPass;
private int _writtenAttachmentCount;
+ private bool _framebufferUsingColorWriteMask;
+
+ private ITexture[] _preMaskColors;
+ private ITexture _preMaskDepthStencil;
+
private readonly DescriptorSetUpdater _descriptorSetUpdater;
private IndexBufferState _indexBuffer;
@@ -905,24 +911,37 @@ namespace Ryujinx.Graphics.Vulkan
}
}
- SignalStateChange();
-
- if (writtenAttachments != _writtenAttachmentCount)
+ if (_framebufferUsingColorWriteMask)
{
- SignalAttachmentChange();
- _writtenAttachmentCount = writtenAttachments;
+ SetRenderTargetsInternal(_preMaskColors, _preMaskDepthStencil, true);
+ }
+ else
+ {
+ SignalStateChange();
+
+ if (writtenAttachments != _writtenAttachmentCount)
+ {
+ SignalAttachmentChange();
+ _writtenAttachmentCount = writtenAttachments;
+ }
}
}
- public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
+ private void SetRenderTargetsInternal(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
{
FramebufferParams?.UpdateModifications();
- CreateFramebuffer(colors, depthStencil);
+ CreateFramebuffer(colors, depthStencil, filterWriteMasked);
CreateRenderPass();
SignalStateChange();
SignalAttachmentChange();
}
+ public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
+ {
+ _framebufferUsingColorWriteMask = false;
+ SetRenderTargetsInternal(colors, depthStencil, Gd.IsTBDR);
+ }
+
public void SetRenderTargetScale(float scale)
{
_renderScale[0].X = scale;
@@ -1102,7 +1121,7 @@ namespace Ryujinx.Graphics.Vulkan
int vbSize = vertexBuffer.Buffer.Size;
- if (Gd.Vendor == Vendor.Amd && vertexBuffer.Stride > 0)
+ if (Gd.Vendor == Vendor.Amd && !Gd.IsMoltenVk && vertexBuffer.Stride > 0)
{
// AMD has a bug where if offset + stride * count is greater than
// the size, then the last attribute will have the wrong value.
@@ -1119,7 +1138,8 @@ namespace Ryujinx.Graphics.Vulkan
buffer.Dispose();
- if ((vertexBuffer.Stride % FormatExtensions.MaxBufferFormatScalarSize) == 0)
+ if (!Gd.Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.VertexBufferAlignment4B) &&
+ (vertexBuffer.Stride % FormatExtensions.MaxBufferFormatScalarSize) == 0)
{
buffer = new VertexBufferState(
vb,
@@ -1259,8 +1279,62 @@ namespace Ryujinx.Graphics.Vulkan
_currentPipelineHandle = 0;
}
- private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil)
+ private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
{
+ if (filterWriteMasked)
+ {
+ // TBDR GPUs don't work properly if the same attachment is bound to multiple targets,
+ // due to each attachment being a copy of the real attachment, rather than a direct write.
+
+ // Just try to remove duplicate attachments.
+ // Save a copy of the array to rebind when mask changes.
+
+ void maskOut()
+ {
+ if (!_framebufferUsingColorWriteMask)
+ {
+ _preMaskColors = colors.ToArray();
+ _preMaskDepthStencil = depthStencil;
+ }
+
+ // If true, then the framebuffer must be recreated when the mask changes.
+ _framebufferUsingColorWriteMask = true;
+ }
+
+ // Look for textures that are masked out.
+
+ for (int i = 0; i < colors.Length; i++)
+ {
+ if (colors[i] == null)
+ {
+ continue;
+ }
+
+ ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
+
+ for (int j = 0; j < i; j++)
+ {
+ // Check each binding for a duplicate binding before it.
+
+ if (colors[i] == colors[j])
+ {
+ // Prefer the binding with no write mask.
+ ref var vkBlend2 = ref _newState.Internal.ColorBlendAttachmentState[j];
+ if (vkBlend.ColorWriteMask == 0)
+ {
+ colors[i] = null;
+ maskOut();
+ }
+ else if (vkBlend2.ColorWriteMask == 0)
+ {
+ colors[j] = null;
+ maskOut();
+ }
+ }
+ }
+ }
+ }
+
FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
UpdatePipelineAttachmentFormats();
}