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
This commit is contained in:
riperiperi 2024-07-18 00:21:32 +01:00 committed by GitHub
parent f77bebac80
commit 1a919e99b2
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
18 changed files with 452 additions and 156 deletions

View file

@ -78,9 +78,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages;
PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, uniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers);
PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers, true);
PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, textureSetIndex, 0, rrc.ReservedTextures);
PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages);
PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages, true);
}
/// <summary>
@ -91,10 +91,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="setIndex">Resource set index where the resources are used</param>
/// <param name="start">First binding number</param>
/// <param name="count">Amount of bindings</param>
private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count)
/// <param name="write">True if the binding is written from the shader, false otherwise</param>
private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count, bool write = false)
{
AddDescriptor(stages, type, setIndex, start, count);
AddUsage(stages, type, setIndex, start, count);
AddUsage(stages, type, setIndex, start, count, write);
}
/// <summary>
@ -216,11 +217,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
/// <param name="binding">Binding number where the resource will be bound</param>
/// <param name="count">Number of resources bound at the binding location</param>
private void AddUsage(ResourceStages stages, ResourceType type, int setIndex, int binding, int count)
/// <param name="write">True if the binding is written from the shader, false otherwise</param>
private void AddUsage(ResourceStages stages, ResourceType type, int setIndex, int binding, int count, bool write = false)
{
for (int index = 0; index < count; index++)
{
_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, 1, type, stages));
_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, 1, type, stages, write));
}
}
@ -238,7 +240,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
buffer.Binding,
1,
isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
stages));
stages,
buffer.Flags.HasFlag(BufferUsageFlags.Write)));
}
}
@ -254,7 +257,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
ResourceType type = GetTextureResourceType(texture, isImage);
GetUsages(texture.Set).Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
GetUsages(texture.Set).Add(new ResourceUsage(
texture.Binding,
texture.ArrayLength,
type,
stages,
texture.Flags.HasFlag(TextureUsageFlags.ImageStore)));
}
}