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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/TextureView.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/TextureView.cs')
-rw-r--r--src/Ryujinx.Graphics.Vulkan/TextureView.cs32
1 files changed, 31 insertions, 1 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/TextureView.cs b/src/Ryujinx.Graphics.Vulkan/TextureView.cs
index c5453c0c..9b3f4666 100644
--- a/src/Ryujinx.Graphics.Vulkan/TextureView.cs
+++ b/src/Ryujinx.Graphics.Vulkan/TextureView.cs
@@ -23,6 +23,8 @@ namespace Ryujinx.Graphics.Vulkan
private readonly Auto<DisposableImageView> _imageView2dArray;
private Dictionary<Format, TextureView> _selfManagedViews;
+ private int _hazardUses;
+
private readonly TextureCreateInfo _info;
private HashTableSlim<RenderPassCacheKey, RenderPassHolder> _renderPasses;
@@ -60,7 +62,7 @@ namespace Ryujinx.Graphics.Vulkan
gd.Textures.Add(this);
var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
- var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample);
+ var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities);
var levels = (uint)info.Levels;
var layers = (uint)info.GetLayers();
@@ -1034,6 +1036,34 @@ namespace Ryujinx.Graphics.Vulkan
throw new NotImplementedException();
}
+ public void PrepareForUsage(CommandBufferScoped cbs, PipelineStageFlags flags, List<TextureView> feedbackLoopHazards)
+ {
+ Storage.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, flags);
+
+ if (feedbackLoopHazards != null && Storage.IsBound(this))
+ {
+ feedbackLoopHazards.Add(this);
+ _hazardUses++;
+ }
+ }
+
+ public void ClearUsage(List<TextureView> feedbackLoopHazards)
+ {
+ if (_hazardUses != 0 && feedbackLoopHazards != null)
+ {
+ feedbackLoopHazards.Remove(this);
+ _hazardUses--;
+ }
+ }
+
+ public void DecrementHazardUses()
+ {
+ if (_hazardUses != 0)
+ {
+ _hazardUses--;
+ }
+ }
+
public (RenderPassHolder rpHolder, Auto<DisposableFramebuffer> framebuffer) GetPassAndFramebuffer(
VulkanRenderer gd,
Device device,