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https://github.com/ryujinx-mirror/ryujinx.git
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ca59c3f499
* 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
203 lines
6.3 KiB
C#
203 lines
6.3 KiB
C#
using Ryujinx.Common.Memory;
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using Silk.NET.Vulkan;
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using Silk.NET.Vulkan.Extensions.EXT;
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namespace Ryujinx.Graphics.Vulkan
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{
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struct PipelineDynamicState
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{
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private float _depthBiasSlopeFactor;
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private float _depthBiasConstantFactor;
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private float _depthBiasClamp;
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public int ScissorsCount;
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private Array16<Rect2D> _scissors;
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private uint _backCompareMask;
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private uint _backWriteMask;
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private uint _backReference;
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private uint _frontCompareMask;
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private uint _frontWriteMask;
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private uint _frontReference;
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private Array4<float> _blendConstants;
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private FeedbackLoopAspects _feedbackLoopAspects;
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public uint ViewportsCount;
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public Array16<Viewport> Viewports;
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private enum DirtyFlags
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{
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None = 0,
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Blend = 1 << 0,
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DepthBias = 1 << 1,
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Scissor = 1 << 2,
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Stencil = 1 << 3,
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Viewport = 1 << 4,
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FeedbackLoop = 1 << 5,
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All = Blend | DepthBias | Scissor | Stencil | Viewport | FeedbackLoop,
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}
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private DirtyFlags _dirty;
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public void SetBlendConstants(float r, float g, float b, float a)
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{
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_blendConstants[0] = r;
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_blendConstants[1] = g;
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_blendConstants[2] = b;
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_blendConstants[3] = a;
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_dirty |= DirtyFlags.Blend;
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}
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public void SetDepthBias(float slopeFactor, float constantFactor, float clamp)
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{
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_depthBiasSlopeFactor = slopeFactor;
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_depthBiasConstantFactor = constantFactor;
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_depthBiasClamp = clamp;
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_dirty |= DirtyFlags.DepthBias;
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}
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public void SetScissor(int index, Rect2D scissor)
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{
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_scissors[index] = scissor;
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_dirty |= DirtyFlags.Scissor;
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}
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public void SetStencilMasks(
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uint backCompareMask,
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uint backWriteMask,
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uint backReference,
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uint frontCompareMask,
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uint frontWriteMask,
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uint frontReference)
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{
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_backCompareMask = backCompareMask;
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_backWriteMask = backWriteMask;
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_backReference = backReference;
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_frontCompareMask = frontCompareMask;
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_frontWriteMask = frontWriteMask;
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_frontReference = frontReference;
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_dirty |= DirtyFlags.Stencil;
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}
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public void SetViewport(int index, Viewport viewport)
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{
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Viewports[index] = viewport;
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_dirty |= DirtyFlags.Viewport;
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}
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public void SetViewports(ref Array16<Viewport> viewports, uint viewportsCount)
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{
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Viewports = viewports;
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ViewportsCount = viewportsCount;
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if (ViewportsCount != 0)
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{
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_dirty |= DirtyFlags.Viewport;
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}
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}
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public void SetFeedbackLoop(FeedbackLoopAspects aspects)
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{
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_feedbackLoopAspects = aspects;
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_dirty |= DirtyFlags.FeedbackLoop;
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}
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public void ForceAllDirty()
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{
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_dirty = DirtyFlags.All;
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}
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public void ReplayIfDirty(VulkanRenderer gd, CommandBuffer commandBuffer)
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{
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Vk api = gd.Api;
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if (_dirty.HasFlag(DirtyFlags.Blend))
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{
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RecordBlend(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.DepthBias))
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{
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RecordDepthBias(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.Scissor))
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{
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RecordScissor(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.Stencil))
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{
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RecordStencilMasks(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.Viewport))
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{
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RecordViewport(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.FeedbackLoop) && gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
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{
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RecordFeedbackLoop(gd.DynamicFeedbackLoopApi, commandBuffer);
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}
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_dirty = DirtyFlags.None;
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}
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private void RecordBlend(Vk api, CommandBuffer commandBuffer)
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{
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api.CmdSetBlendConstants(commandBuffer, _blendConstants.AsSpan());
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}
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private readonly void RecordDepthBias(Vk api, CommandBuffer commandBuffer)
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{
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api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
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}
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private void RecordScissor(Vk api, CommandBuffer commandBuffer)
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{
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if (ScissorsCount != 0)
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{
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api.CmdSetScissor(commandBuffer, 0, (uint)ScissorsCount, _scissors.AsSpan());
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}
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}
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private readonly void RecordStencilMasks(Vk api, CommandBuffer commandBuffer)
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{
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api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.FaceBackBit, _backCompareMask);
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api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.FaceBackBit, _backWriteMask);
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api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.FaceBackBit, _backReference);
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api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontCompareMask);
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api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontWriteMask);
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api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontReference);
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}
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private void RecordViewport(Vk api, CommandBuffer commandBuffer)
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{
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if (ViewportsCount != 0)
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{
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api.CmdSetViewport(commandBuffer, 0, ViewportsCount, Viewports.AsSpan());
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}
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}
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private readonly void RecordFeedbackLoop(ExtAttachmentFeedbackLoopDynamicState api, CommandBuffer commandBuffer)
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{
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ImageAspectFlags aspects = (_feedbackLoopAspects & FeedbackLoopAspects.Color) != 0 ? ImageAspectFlags.ColorBit : 0;
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if ((_feedbackLoopAspects & FeedbackLoopAspects.Depth) != 0)
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{
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aspects |= ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit;
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}
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api.CmdSetAttachmentFeedbackLoopEnable(commandBuffer, aspects);
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}
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}
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}
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