diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2024-04-07 18:25:55 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-04-07 18:25:55 -0300 |
| commit | 3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb (patch) | |
| tree | a4652499c089b0853e39c382cad82a9db4d6ad08 /src/Ryujinx.Graphics.Gpu/Memory | |
| parent | 808803d97a0c06809bf000687c252f960048fcf0 (diff) | |
Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan
* Shader cache version bump
* Format whitespace
* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout
* Handle array textures with different types on the same buffer
* Somewhat better caching system
* Avoid useless buffer data modification checks
* Move redundant bindings update checking to the backend
* Fix an issue where texture arrays would get the same bindings across stages on Vulkan
* Backport some fixes from part 2
* Fix typo
* PR feedback
* Format whitespace
* Add some missing XML docs
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Memory')
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Memory/BufferBounds.cs | 23 | ||||
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs | 106 | ||||
| -rw-r--r-- | src/Ryujinx.Graphics.Gpu/Memory/BufferTextureArrayBinding.cs | 66 |
3 files changed, 189 insertions, 6 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferBounds.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferBounds.cs index aed3268a..cf783ef2 100644 --- a/src/Ryujinx.Graphics.Gpu/Memory/BufferBounds.cs +++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferBounds.cs @@ -1,12 +1,13 @@ using Ryujinx.Graphics.Shader; using Ryujinx.Memory.Range; +using System; namespace Ryujinx.Graphics.Gpu.Memory { /// <summary> /// Memory range used for buffers. /// </summary> - readonly struct BufferBounds + readonly struct BufferBounds : IEquatable<BufferBounds> { /// <summary> /// Physical memory ranges where the buffer is mapped. @@ -33,5 +34,25 @@ namespace Ryujinx.Graphics.Gpu.Memory Range = range; Flags = flags; } + + public override bool Equals(object obj) + { + return obj is BufferBounds bounds && Equals(bounds); + } + + public bool Equals(BufferBounds bounds) + { + return Range == bounds.Range && Flags == bounds.Flags; + } + + public bool Equals(ref BufferBounds bounds) + { + return Range == bounds.Range && Flags == bounds.Flags; + } + + public override int GetHashCode() + { + return HashCode.Combine(Range, Flags); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs index 1f02b9d7..8f2201e0 100644 --- a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs +++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs @@ -27,6 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Memory private readonly VertexBuffer[] _vertexBuffers; private readonly BufferBounds[] _transformFeedbackBuffers; private readonly List<BufferTextureBinding> _bufferTextures; + private readonly List<BufferTextureArrayBinding<ITextureArray>> _bufferTextureArrays; + private readonly List<BufferTextureArrayBinding<IImageArray>> _bufferImageArrays; private readonly BufferAssignment[] _ranges; /// <summary> @@ -140,11 +142,12 @@ namespace Ryujinx.Graphics.Gpu.Memory } _bufferTextures = new List<BufferTextureBinding>(); + _bufferTextureArrays = new List<BufferTextureArrayBinding<ITextureArray>>(); + _bufferImageArrays = new List<BufferTextureArrayBinding<IImageArray>>(); _ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages]; } - /// <summary> /// Sets the memory range with the index buffer data, to be used for subsequent draw calls. /// </summary> @@ -419,6 +422,16 @@ namespace Ryujinx.Graphics.Gpu.Memory } /// <summary> + /// Gets the size of the compute uniform buffer currently bound at the given index. + /// </summary> + /// <param name="index">Index of the uniform buffer binding</param> + /// <returns>The uniform buffer size, or an undefined value if the buffer is not currently bound</returns> + public int GetComputeUniformBufferSize(int index) + { + return (int)_cpUniformBuffers.Buffers[index].Range.GetSubRange(0).Size; + } + + /// <summary> /// Gets the address of the graphics uniform buffer currently bound at the given index. /// </summary> /// <param name="stage">Index of the shader stage</param> @@ -430,6 +443,17 @@ namespace Ryujinx.Graphics.Gpu.Memory } /// <summary> + /// Gets the size of the graphics uniform buffer currently bound at the given index. + /// </summary> + /// <param name="stage">Index of the shader stage</param> + /// <param name="index">Index of the uniform buffer binding</param> + /// <returns>The uniform buffer size, or an undefined value if the buffer is not currently bound</returns> + public int GetGraphicsUniformBufferSize(int stage, int index) + { + return (int)_gpUniformBuffers[stage].Buffers[index].Range.GetSubRange(0).Size; + } + + /// <summary> /// Gets the bounds of the uniform buffer currently bound at the given index. /// </summary> /// <param name="isCompute">Indicates whenever the uniform is requested by the 3D or compute engine</param> @@ -459,7 +483,7 @@ namespace Ryujinx.Graphics.Gpu.Memory BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true); BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false); - CommitBufferTextureBindings(); + CommitBufferTextureBindings(bufferCache); // Force rebind after doing compute work. Rebind(); @@ -470,14 +494,15 @@ namespace Ryujinx.Graphics.Gpu.Memory /// <summary> /// Commit any queued buffer texture bindings. /// </summary> - private void CommitBufferTextureBindings() + /// <param name="bufferCache">Buffer cache</param> + private void CommitBufferTextureBindings(BufferCache bufferCache) { if (_bufferTextures.Count > 0) { foreach (var binding in _bufferTextures) { var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore); - var range = _channel.MemoryManager.Physical.BufferCache.GetBufferRange(binding.Range, isStore); + var range = bufferCache.GetBufferRange(binding.Range, isStore); binding.Texture.SetStorage(range); // The texture must be rebound to use the new storage if it was updated. @@ -494,6 +519,33 @@ namespace Ryujinx.Graphics.Gpu.Memory _bufferTextures.Clear(); } + + if (_bufferTextureArrays.Count > 0 || _bufferImageArrays.Count > 0) + { + ITexture[] textureArray = new ITexture[1]; + + foreach (var binding in _bufferTextureArrays) + { + var range = bufferCache.GetBufferRange(binding.Range); + binding.Texture.SetStorage(range); + + textureArray[0] = binding.Texture; + binding.Array.SetTextures(binding.Index, textureArray); + } + + foreach (var binding in _bufferImageArrays) + { + var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore); + var range = bufferCache.GetBufferRange(binding.Range, isStore); + binding.Texture.SetStorage(range); + + textureArray[0] = binding.Texture; + binding.Array.SetImages(binding.Index, textureArray); + } + + _bufferTextureArrays.Clear(); + _bufferImageArrays.Clear(); + } } /// <summary> @@ -676,7 +728,7 @@ namespace Ryujinx.Graphics.Gpu.Memory UpdateBuffers(_gpUniformBuffers); } - CommitBufferTextureBindings(); + CommitBufferTextureBindings(bufferCache); _rebind = false; @@ -829,6 +881,50 @@ namespace Ryujinx.Graphics.Gpu.Memory } /// <summary> + /// Sets the buffer storage of a buffer texture array element. This will be bound when the buffer manager commits bindings. + /// </summary> + /// <param name="array">Texture array where the element will be inserted</param> + /// <param name="texture">Buffer texture</param> + /// <param name="range">Physical ranges of memory where the buffer texture data is located</param> + /// <param name="bindingInfo">Binding info for the buffer texture</param> + /// <param name="index">Index of the binding on the array</param> + /// <param name="format">Format of the buffer texture</param> + public void SetBufferTextureStorage( + ITextureArray array, + ITexture texture, + MultiRange range, + TextureBindingInfo bindingInfo, + int index, + Format format) + { + _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range); + + _bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format)); + } + + /// <summary> + /// Sets the buffer storage of a buffer image array element. This will be bound when the buffer manager commits bindings. + /// </summary> + /// <param name="array">Image array where the element will be inserted</param> + /// <param name="texture">Buffer texture</param> + /// <param name="range">Physical ranges of memory where the buffer texture data is located</param> + /// <param name="bindingInfo">Binding info for the buffer texture</param> + /// <param name="index">Index of the binding on the array</param> + /// <param name="format">Format of the buffer texture</param> + public void SetBufferTextureStorage( + IImageArray array, + ITexture texture, + MultiRange range, + TextureBindingInfo bindingInfo, + int index, + Format format) + { + _channel.MemoryManager.Physical.BufferCache.CreateBuffer(range); + + _bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format)); + } + + /// <summary> /// Force all bound textures and images to be rebound the next time CommitBindings is called. /// </summary> public void Rebind() diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferTextureArrayBinding.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferTextureArrayBinding.cs new file mode 100644 index 00000000..fa79e4f9 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferTextureArrayBinding.cs @@ -0,0 +1,66 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Image; +using Ryujinx.Memory.Range; + +namespace Ryujinx.Graphics.Gpu.Memory +{ + /// <summary> + /// A buffer binding to apply to a buffer texture array element. + /// </summary> + readonly struct BufferTextureArrayBinding<T> + { + /// <summary> + /// Backend texture or image array. + /// </summary> + public T Array { get; } + + /// <summary> + /// The buffer texture. + /// </summary> + public ITexture Texture { get; } + + /// <summary> + /// Physical ranges of memory where the buffer texture data is located. + /// </summary> + public MultiRange Range { get; } + + /// <summary> + /// The image or sampler binding info for the buffer texture. + /// </summary> + public TextureBindingInfo BindingInfo { get; } + + /// <summary> + /// Index of the binding on the array. + /// </summary> + public int Index { get; } + + /// <summary> + /// The image format for the binding. + /// </summary> + public Format Format { get; } + + /// <summary> + /// Create a new buffer texture binding. + /// </summary> + /// <param name="texture">Buffer texture</param> + /// <param name="range">Physical ranges of memory where the buffer texture data is located</param> + /// <param name="bindingInfo">Binding info</param> + /// <param name="index">Index of the binding on the array</param> + /// <param name="format">Binding format</param> + public BufferTextureArrayBinding( + T array, + ITexture texture, + MultiRange range, + TextureBindingInfo bindingInfo, + int index, + Format format) + { + Array = array; + Texture = texture; + Range = range; + BindingInfo = bindingInfo; + Index = index; + Format = format; + } + } +} |
