aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Vulkan/PipelineState.cs
diff options
context:
space:
mode:
authorriperiperi <rhy3756547@hotmail.com>2024-09-02 01:28:16 +0100
committerGitHub <noreply@github.com>2024-09-01 21:28:16 -0300
commitca59c3f4998e2d1beb3b0d0214611e3332238557 (patch)
tree38d1a2e2c0b4a906b258ee2e988256299e3e866d /src/Ryujinx.Graphics.Vulkan/PipelineState.cs
parentfdd7ee791cd37546390856f38eab16ea78451742 (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/PipelineState.cs')
-rw-r--r--src/Ryujinx.Graphics.Vulkan/PipelineState.cs38
1 files changed, 35 insertions, 3 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/PipelineState.cs b/src/Ryujinx.Graphics.Vulkan/PipelineState.cs
index 6b6b46a9..a726b9ed 100644
--- a/src/Ryujinx.Graphics.Vulkan/PipelineState.cs
+++ b/src/Ryujinx.Graphics.Vulkan/PipelineState.cs
@@ -8,6 +8,7 @@ namespace Ryujinx.Graphics.Vulkan
struct PipelineState : IDisposable
{
private const int RequiredSubgroupSize = 32;
+ private const int MaxDynamicStatesCount = 9;
public PipelineUid Internal;
@@ -299,6 +300,12 @@ namespace Ryujinx.Graphics.Vulkan
set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFFFFFFFFBF) | ((value ? 1UL : 0UL) << 6);
}
+ public FeedbackLoopAspects FeedbackLoopAspects
+ {
+ readonly get => (FeedbackLoopAspects)((Internal.Id8 >> 7) & 0x3);
+ set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFFFFFFFE7F) | (((ulong)value) << 7);
+ }
+
public bool HasTessellationControlShader;
public NativeArray<PipelineShaderStageCreateInfo> Stages;
public PipelineLayout PipelineLayout;
@@ -564,9 +571,11 @@ namespace Ryujinx.Graphics.Vulkan
}
bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
- int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
+ bool supportsFeedbackLoopDynamicState = gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop;
- DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
+ DynamicState* dynamicStates = stackalloc DynamicState[MaxDynamicStatesCount];
+
+ int dynamicStatesCount = 7;
dynamicStates[0] = DynamicState.Viewport;
dynamicStates[1] = DynamicState.Scissor;
@@ -578,7 +587,12 @@ namespace Ryujinx.Graphics.Vulkan
if (supportsExtDynamicState)
{
- dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
+ dynamicStates[dynamicStatesCount++] = DynamicState.VertexInputBindingStrideExt;
+ }
+
+ if (supportsFeedbackLoopDynamicState)
+ {
+ dynamicStates[dynamicStatesCount++] = DynamicState.AttachmentFeedbackLoopEnableExt;
}
var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo
@@ -588,9 +602,27 @@ namespace Ryujinx.Graphics.Vulkan
PDynamicStates = dynamicStates,
};
+ PipelineCreateFlags flags = 0;
+
+ if (gd.Capabilities.SupportsAttachmentFeedbackLoop)
+ {
+ FeedbackLoopAspects aspects = FeedbackLoopAspects;
+
+ if ((aspects & FeedbackLoopAspects.Color) != 0)
+ {
+ flags |= PipelineCreateFlags.CreateColorAttachmentFeedbackLoopBitExt;
+ }
+
+ if ((aspects & FeedbackLoopAspects.Depth) != 0)
+ {
+ flags |= PipelineCreateFlags.CreateDepthStencilAttachmentFeedbackLoopBitExt;
+ }
+ }
+
var pipelineCreateInfo = new GraphicsPipelineCreateInfo
{
SType = StructureType.GraphicsPipelineCreateInfo,
+ Flags = flags,
StageCount = StagesCount,
PStages = Stages.Pointer,
PVertexInputState = &vertexInputState,