diff options
| author | riperiperi <rhy3756547@hotmail.com> | 2024-09-02 01:28:16 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-01 21:28:16 -0300 |
| commit | ca59c3f4998e2d1beb3b0d0214611e3332238557 (patch) | |
| tree | 38d1a2e2c0b4a906b258ee2e988256299e3e866d /src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs | |
| parent | fdd7ee791cd37546390856f38eab16ea78451742 (diff) | |
Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements
This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:
- Partial use of VK_EXT_attachment_feedback_loop_layout
- All renderable textures have AttachmentFeedbackLoopBitExt
- Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )
TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors
* Mark field readonly
* Add feedback loop dynamic state
* fix: add MoltenVK resolver workaround
fix: add MoltenVK resolver workaround
* Formatting
* Fix more complaints
* RADV dcc workaround
* Use dynamic state properly, cleanup.
* Use aspects flags in more places
Diffstat (limited to 'src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs | 39 |
1 files changed, 26 insertions, 13 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs b/src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs index a6a006bb..bcfb3dbf 100644 --- a/src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs +++ b/src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs @@ -32,10 +32,12 @@ namespace Ryujinx.Graphics.Vulkan CommandBuffer } + private bool _feedbackLoopActive; private PipelineStageFlags _incoherentBufferWriteStages; private PipelineStageFlags _incoherentTextureWriteStages; private PipelineStageFlags _extraStages; private IncoherentBarrierType _queuedIncoherentBarrier; + private bool _queuedFeedbackLoopBarrier; public BarrierBatch(VulkanRenderer gd) { @@ -53,17 +55,6 @@ namespace Ryujinx.Graphics.Vulkan stages |= PipelineStageFlags.TransformFeedbackBitExt; } - if (!gd.IsTBDR) - { - // Desktop GPUs can transform image barriers into memory barriers. - - access |= AccessFlags.DepthStencilAttachmentWriteBit | AccessFlags.ColorAttachmentWriteBit; - access |= AccessFlags.DepthStencilAttachmentReadBit | AccessFlags.ColorAttachmentReadBit; - - stages |= PipelineStageFlags.EarlyFragmentTestsBit | PipelineStageFlags.LateFragmentTestsBit; - stages |= PipelineStageFlags.ColorAttachmentOutputBit; - } - return (access, stages); } @@ -178,16 +169,34 @@ namespace Ryujinx.Graphics.Vulkan } _queuedIncoherentBarrier = IncoherentBarrierType.None; + _queuedFeedbackLoopBarrier = false; } + else if (_feedbackLoopActive && _queuedFeedbackLoopBarrier) + { + // Feedback loop barrier. + + MemoryBarrier barrier = new MemoryBarrier() + { + SType = StructureType.MemoryBarrier, + SrcAccessMask = AccessFlags.ShaderWriteBit, + DstAccessMask = AccessFlags.ShaderReadBit + }; + + QueueBarrier(barrier, PipelineStageFlags.FragmentShaderBit, PipelineStageFlags.AllGraphicsBit); + + _queuedFeedbackLoopBarrier = false; + } + + _feedbackLoopActive = false; } } public unsafe void Flush(CommandBufferScoped cbs, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass) { - Flush(cbs, null, inRenderPass, rpHolder, endRenderPass); + Flush(cbs, null, false, inRenderPass, rpHolder, endRenderPass); } - public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass) + public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool feedbackLoopActive, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass) { if (program != null) { @@ -195,6 +204,8 @@ namespace Ryujinx.Graphics.Vulkan _incoherentTextureWriteStages |= program.IncoherentTextureWriteStages; } + _feedbackLoopActive |= feedbackLoopActive; + FlushMemoryBarrier(program, inRenderPass); if (!inRenderPass && rpHolder != null) @@ -406,6 +417,8 @@ namespace Ryujinx.Graphics.Vulkan { _queuedIncoherentBarrier = type; } + + _queuedFeedbackLoopBarrier = true; } public void QueueTextureBarrier() |
