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Vulkan: Defer guest barriers, and improve image barrier timings (#7012)
* More guarantees for buffer correct placement, defer guest requested buffers * Split RP on indirect barrier rn * Better handling for feedback loops. * Qualcomm barriers suck too * Fix condition * Remove unused field * Allow render pass barriers on turnip for now
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18 changed files with 452 additions and 156 deletions
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@ -78,9 +78,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages;
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PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, uniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
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PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers);
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PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers, true);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, textureSetIndex, 0, rrc.ReservedTextures);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages, true);
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}
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/// <summary>
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@ -91,10 +91,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="setIndex">Resource set index where the resources are used</param>
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/// <param name="start">First binding number</param>
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/// <param name="count">Amount of bindings</param>
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private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count)
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/// <param name="write">True if the binding is written from the shader, false otherwise</param>
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private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count, bool write = false)
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{
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AddDescriptor(stages, type, setIndex, start, count);
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AddUsage(stages, type, setIndex, start, count);
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AddUsage(stages, type, setIndex, start, count, write);
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}
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/// <summary>
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@ -216,11 +217,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
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/// <param name="binding">Binding number where the resource will be bound</param>
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/// <param name="count">Number of resources bound at the binding location</param>
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private void AddUsage(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
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/// <param name="write">True if the binding is written from the shader, false otherwise</param>
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private void AddUsage(ResourceStages stages, ResourceType type, int setIndex, int binding, int count, bool write = false)
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{
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for (int index = 0; index < count; index++)
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{
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_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, 1, type, stages));
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_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, 1, type, stages, write));
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}
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}
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@ -238,7 +240,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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buffer.Binding,
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1,
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isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
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stages));
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stages,
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buffer.Flags.HasFlag(BufferUsageFlags.Write)));
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}
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}
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@ -254,7 +257,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ResourceType type = GetTextureResourceType(texture, isImage);
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GetUsages(texture.Set).Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
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GetUsages(texture.Set).Add(new ResourceUsage(
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texture.Binding,
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texture.ArrayLength,
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type,
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stages,
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texture.Flags.HasFlag(TextureUsageFlags.ImageStore)));
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}
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}
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