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path: root/src/Ryujinx.Graphics.Vulkan/VulkanRenderer.cs
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2023-10-20GPU: Add fallback when textureGatherOffsets is not supported (#5792)riperiperi
* GPU: Add fallback when textureGatherOffsets is not supported. This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues. MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist. Some other fixes: - textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used. - Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision. - textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually. * Increment shader cache version, remove unused arg * Use base texture size for gather coord offset. Implicit LOD for gather is not supported. * Use 4 texture gathers for offsets emulation Avoids issues with interpolation at cost of performance (not sure how bad this is) * Address Feedback
2023-09-26Reduce the amount of descriptor pool allocations on Vulkan (#5673)gdkchan
* Reduce the amount of descriptor pool allocations on Vulkan * Formatting * Slice can be simplified * Make GetDescriptorPoolSizes static * Adjust CanFit calculation so that TryAllocateDescriptorSets never fails * Remove unused field
2023-09-14Fix some Vulkan validation errors (mostly related to barriers) (#5603)gdkchan
* Replace image barriers inside render pass with more generic memory barrier * Remove forceStorage since it was creating images with storage bit for formats that are not StorageImage compatible * Add missing flags on subpass dependency * Don't call vkCmdSetScissor with a scissor count of 0 * One semaphore per swapchain image * Remove compute stage from read to write barriers * Try to improve Pipeline.Barrier nonsense * Set PipelineStateFlags based on supported stages
2023-08-29Geometry shader emulation for macOS (#5551)gdkchan
* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex
2023-08-16Fix vote and shuffle shader instructions on AMD GPUs (#5540)gdkchan
* Move shuffle handling out of the backend to a transform pass * Handle subgroup sizes higher than 32 * Stop using the subgroup size control extension * Make GenerateShuffleFunction static * Shader cache version bump
2023-08-16Vulkan: Periodically free regions of the staging buffer (#5572)riperiperi
* Vulkan: Periodically free regions of the staging buffer There was an edge case where a game could submit tens of thousands of small copies over the course of over half a minute to unique fences. This could result in a large stutter when the staging buffer became full and it tried to check and free thousands of completed fences. This became visible with some games and mirrors on Windows, as they don't submit any buffer data via the staging buffer, but may submit copies of the support buffer. This change makes the Vulkan backend check for staging buffer completion on each command buffer submit, so it can't get backed up with 1000s of copies to check. * Add comment
2023-08-16Implement scaled vertex format emulation (#5564)gdkchan
* Implement scaled vertex format emulation * Auto-format (whitespace) * Delete ToVec4Type
2023-08-14Vulkan: Buffer Mirrors for MacOS performance (#4899)riperiperi
* Initial implementation of buffer mirrors Generally slower right now, goal is to reduce render passes in games that do inline updates Fix support buffer mirrors Reintroduce vertex buffer mirror Add storage buffer support Optimisation part 1 More optimisation Avoid useless data copies. Remove unused cbIndex stuff Properly set write flag for storage buffers. Fix minor issues Not sure why this was here. Fix BufferRangeList Fix some big issues Align storage buffers rather than getting full buffer as a range Improves mirrorability of read-only storage buffers Increase staging buffer size, as it now contains mirrors Fix some issues with buffers not updating Fix buffer SetDataUnchecked offset for one of the paths when using mirrors Fix buffer mirrors interaction with buffer textures Fix mirror rebinding Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass Fix mirrors rebase Fix rebase 2023 * Fix crash when using stale vertex buffer Similar to `Get` with a size that's too large, just treat it as a clamp. * Explicitly set support buffer as mirrorable * Address feedback * Remove unused fragment of MVK workaround * Replace logging for staging buffer OOM * Address format issues * Address more format issues * Mini cleanup * Address more things * Rename BufferRangeList * Support bounding range for ClearMirrors and UploadPendingData * Add maximum size for vertex buffer mirrors * Enable index buffer mirrors Enabled on all platforms for the IbStreamer. * Feedback * Remove mystery BufferCache change Probably macos related? * Fix mirrors not creating when staging buffer is empty. * Change log level to debug
2023-07-11Move support buffer update out of the backends (#5411)gdkchan
* Move support buffer update out of the backends * Fix render scale init and remove redundant state from SupportBufferUpdater * Stop passing texture scale to the backends * XML docs for SupportBufferUpdater
2023-07-11MacOS: Allow barriers inside a render pass for non-Apple GPUs and don't ↵gleng
treat as TBDR (#5440) * MoltenVK: Allow barriers inside a render pass on non-Apple GPUs * Don't treat all non-Apple GPUs using MoltenVK as TBDR
2023-07-11MacOS: Fix rendering on AMD GPUs (#5446)gleng
* MacOS: Fix rendering on AMD GPUs * Only disable MultiViewPort on MoltenVK for AMD GPUs
2023-07-01[Ryujinx.Graphics.Vulkan] Address dotnet-format issues (#5378)TSRBerry
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0059 warnings * Address dotnet format CA1816 warnings * Fix new dotnet-format issues after rebase * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Another rebase, another dotnet format run * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format analyzers after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Remove redundant code * Rename generics * Address review feedback * Remove SetOrigin
2023-06-10Implement transform feedback emulation for hardware without native support ↵gdkchan
(#5080) * Implement transform feedback emulation for hardware without native support * Stop doing some useless buffer updates and account for non-zero base instance * Reduce redundant updates even more * Update descriptor init logic to account for ResourceLayout * Fix transform feedback and storage buffers not being updated in some cases * Shader cache version bump * PR feedback * SetInstancedDrawVertexCount must be always called after UpdateState * Minor typo
2023-06-08Remove barrier on Intel if control flow is potentially divergent (#5044)gdkchan
* Remove barrier on Intel if control flow is potentially divergent * Shader cache version bump
2023-06-08Implement soft float64 conversion on shaders when host has no support (#5159)gdkchan
* Implement soft float64 conversion on shaders when host has no support * Shader cache version bump * Fix rebase error
2023-05-28Add support for VK_EXT_depth_clip_control. (#5027)cstamford
* Add support for VK_EXT_depth_clip_control. * Code review feedback Minor formatting Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Check .DepthClipControl to make sure the host actually supports the feature. * Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation. --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-23Vulkan: Do not set storage flag for multisample textures if not supported ↵gdkchan
(#5060)
2023-05-21Fix crash in SettingsViewModel when Vulkan isn't available (#4985)jhorv
* fix crash when Vulkan isn't available * add VulkanRenderer.GetPhysicalDevices() overload that provides its own Vk API object and logs on failure * adjustments per AcK77
2023-05-21Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)gdkchan
* Introduce ResourceLayout * Part 1: Use new ResourceSegments array on UpdateAndBind * Part 2: Use ResourceLayout to build PipelineLayout * Delete old code * XML docs * Fix shader cache load NRE * Fix typo
2023-05-08vulkan: Pass Vk instance to VulkanRenderer (#4859)Mary
This will allow possible multiple driver selection without any need of LD preload. (useful when testing custom version of mesa for example)
2023-05-01GPU: Pre-emptively flush textures that are flushed often (to imported memory ↵riperiperi
when available) (#4711) * WIP texture pre-flush Improve performance of TextureView GetData to buffer Fix copy/sync ordering Fix minor bug Make this actually work WIP host mapping stuff * Fix usage flags * message * Cleanup 1 * Fix rebase * Fix * Improve pre-flush rules * Fix pre-flush * A lot of cleanup * Use the host memory bits * Select the correct memory type * Cleanup TextureGroupHandle * Missing comment * Remove debugging logs * Revert BufferHandle _value access modifier * One interrupt action at a time. * Support D32S8 to D24S8 conversion, safeguards * Interrupt cannot happen in sync handle's lock Waitable needs to be checked twice now, but this should stop it from deadlocking. * Remove unused using * Address some feedback * Address feedback * Address more feedback * Address more feedback * Improve sync rules Should allow for faster sync in some cases.
2023-04-27Move solution and projects to srcTSR Berry