Merge branch 'master' into MoreDynamicStatesPartOne
This commit is contained in:
commit
6464f97973
18 changed files with 561 additions and 98 deletions
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@ -34,6 +34,7 @@ namespace Ryujinx.Graphics.Vulkan
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public readonly Action EndRenderPassDelegate;
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protected PipelineDynamicState DynamicState;
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protected bool IsMainPipeline;
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private PipelineState _newState;
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private bool _graphicsStateDirty;
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private bool _computeStateDirty;
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@ -89,6 +90,10 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly bool _supportExtDynamic;
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private readonly bool _supportExtDynamic2;
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private FeedbackLoopAspects _feedbackLoop;
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private bool _passWritesDepthStencil;
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private readonly PipelineColorBlendAttachmentState[] _storedBlend;
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public ulong DrawCount { get; private set; }
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public bool RenderPassActive { get; private set; }
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@ -134,7 +139,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void Initialize()
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{
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_descriptorSetUpdater.Initialize();
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_descriptorSetUpdater.Initialize(IsMainPipeline);
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QuadsToTrisPattern = new IndexBufferPattern(Gd, 4, 6, 0, new[] { 0, 1, 2, 0, 2, 3 }, 4, false);
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TriFanToTrisPattern = new IndexBufferPattern(Gd, 3, 3, 2, new[] { int.MinValue, -1, 0 }, 1, true);
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@ -886,6 +891,7 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.DepthCompareOp = depthTest.TestEnable ? depthTest.Func.Convert() : default;
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}
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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@ -1251,6 +1257,8 @@ namespace Ryujinx.Graphics.Vulkan
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(uint)stencilTest.FrontMask,
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(uint)stencilTest.FrontFuncRef);
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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@ -1601,7 +1609,23 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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if (IsMainPipeline)
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{
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FramebufferParams?.ClearBindings();
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}
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FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
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if (IsMainPipeline)
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{
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FramebufferParams.AddBindings();
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_newState.FeedbackLoopAspects = FeedbackLoopAspects.None;
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_bindingBarriersDirty = true;
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}
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_passWritesDepthStencil = false;
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UpdatePassDepthStencil();
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UpdatePipelineAttachmentFormats();
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}
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@ -1668,11 +1692,82 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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Gd.Barriers.Flush(Cbs, _program, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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Gd.Barriers.Flush(Cbs, _program, _feedbackLoop != 0, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Compute);
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}
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private bool ChangeFeedbackLoop(FeedbackLoopAspects aspects)
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{
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if (_feedbackLoop != aspects)
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{
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if (Gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
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{
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DynamicState.SetFeedbackLoop(aspects);
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}
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else
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{
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_newState.FeedbackLoopAspects = aspects;
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}
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_feedbackLoop = aspects;
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return true;
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}
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return false;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool UpdateFeedbackLoop()
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{
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List<TextureView> hazards = _descriptorSetUpdater.FeedbackLoopHazards;
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if ((hazards?.Count ?? 0) > 0)
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{
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FeedbackLoopAspects aspects = 0;
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foreach (TextureView view in hazards)
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{
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// May need to enforce feedback loop layout here in the future.
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// Though technically, it should always work with the general layout.
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if (view.Info.Format.IsDepthOrStencil())
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{
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if (_passWritesDepthStencil)
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{
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// If depth/stencil isn't written in the pass, it doesn't count as a feedback loop.
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aspects |= FeedbackLoopAspects.Depth;
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}
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}
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else
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{
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aspects |= FeedbackLoopAspects.Color;
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}
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}
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return ChangeFeedbackLoop(aspects);
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}
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else if (_feedbackLoop != 0)
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{
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return ChangeFeedbackLoop(FeedbackLoopAspects.None);
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}
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return false;
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}
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private void UpdatePassDepthStencil()
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{
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if (!RenderPassActive)
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{
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_passWritesDepthStencil = false;
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}
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// Stencil test being enabled doesn't necessarily mean a write, but it's not critical to check.
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_passWritesDepthStencil |= (_newState.DepthTestEnable && _newState.DepthWriteEnable) || _newState.StencilTestEnable;
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}
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private bool RecreateGraphicsPipelineIfNeeded()
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{
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if (AutoFlush.ShouldFlushDraw(DrawCount))
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@ -1714,7 +1809,15 @@ namespace Ryujinx.Graphics.Vulkan
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_vertexBufferUpdater.Commit(Cbs);
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}
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if (_graphicsStateDirty || Pbp != PipelineBindPoint.Graphics)
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if (_bindingBarriersDirty)
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{
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// Stale barriers may have been activated by switching program. Emit any that are relevant.
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_descriptorSetUpdater.InsertBindingBarriers(Cbs);
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_bindingBarriersDirty = false;
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}
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if (UpdateFeedbackLoop() || _graphicsStateDirty || Pbp != PipelineBindPoint.Graphics)
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{
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if (!CreatePipeline(PipelineBindPoint.Graphics))
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{
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@ -1723,17 +1826,9 @@ namespace Ryujinx.Graphics.Vulkan
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_graphicsStateDirty = false;
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Pbp = PipelineBindPoint.Graphics;
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if (_bindingBarriersDirty)
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{
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// Stale barriers may have been activated by switching program. Emit any that are relevant.
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_descriptorSetUpdater.InsertBindingBarriers(Cbs);
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_bindingBarriersDirty = false;
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}
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}
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Gd.Barriers.Flush(Cbs, _program, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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Gd.Barriers.Flush(Cbs, _program, _feedbackLoop != 0, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Graphics);
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