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/PipelineState.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/PipelineState.cs')
| -rw-r--r-- | src/Ryujinx.Graphics.Vulkan/PipelineState.cs | 38 |
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, |
