Vulkan: Improve texture barrier usage, timing and batching (#6240)

* WIP barrier batch

* Add store op to image usage barrier

* Dispose the barrier batch

* Fix encoding?

* Handle read and write on the load op barrier.

Load op consumes read accesses but does not add one, as the only other operation that can read is another load.

* Simplify null check

* Insert barriers on program change in case stale bindings are reintroduced

* Not sure how I messed this one up

* Improve location of bindings barrier update

This is also important for emergency deferred clear

* Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs

Co-authored-by: Mary Guillemard <thog@protonmail.com>

---------

Co-authored-by: Mary Guillemard <thog@protonmail.com>
This commit is contained in:
riperiperi 2024-02-17 03:21:37 +00:00 committed by GitHub
parent 4218311e6a
commit 31ed061bea
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
18 changed files with 442 additions and 176 deletions

View file

@ -243,41 +243,6 @@ namespace Ryujinx.Graphics.Vulkan
return new Auto<DisposableFramebuffer>(new DisposableFramebuffer(api, _device, framebuffer), null, _attachments);
}
public void UpdateModifications()
{
if (_colors != null)
{
for (int index = 0; index < _colors.Length; index++)
{
_colors[index].Storage.SetModification(
AccessFlags.ColorAttachmentWriteBit,
PipelineStageFlags.ColorAttachmentOutputBit);
}
}
_depthStencil?.Storage.SetModification(
AccessFlags.DepthStencilAttachmentWriteBit,
PipelineStageFlags.LateFragmentTestsBit);
}
public void InsertClearBarrier(CommandBufferScoped cbs, int index)
{
_colorsCanonical?[index]?.Storage?.InsertReadToWriteBarrier(
cbs,
AccessFlags.ColorAttachmentWriteBit,
PipelineStageFlags.ColorAttachmentOutputBit,
insideRenderPass: true);
}
public void InsertClearBarrierDS(CommandBufferScoped cbs)
{
_depthStencil?.Storage?.InsertReadToWriteBarrier(
cbs,
AccessFlags.DepthStencilAttachmentWriteBit,
PipelineStageFlags.LateFragmentTestsBit,
insideRenderPass: true);
}
public TextureView[] GetAttachmentViews()
{
var result = new TextureView[_attachments.Length];
@ -297,23 +262,20 @@ namespace Ryujinx.Graphics.Vulkan
return new RenderPassCacheKey(_depthStencil, _colorsCanonical);
}
public void InsertLoadOpBarriers(CommandBufferScoped cbs)
public void InsertLoadOpBarriers(VulkanRenderer gd, CommandBufferScoped cbs)
{
if (_colors != null)
{
foreach (var color in _colors)
{
// If Clear or DontCare were used, this would need to be write bit.
color.Storage?.InsertWriteToReadBarrier(cbs, AccessFlags.ColorAttachmentReadBit, PipelineStageFlags.ColorAttachmentOutputBit);
color.Storage?.SetModification(AccessFlags.ColorAttachmentWriteBit, PipelineStageFlags.ColorAttachmentOutputBit);
color.Storage?.QueueLoadOpBarrier(cbs, false);
}
}
if (_depthStencil != null)
{
_depthStencil.Storage?.InsertWriteToReadBarrier(cbs, AccessFlags.DepthStencilAttachmentReadBit, PipelineStageFlags.EarlyFragmentTestsBit);
_depthStencil.Storage?.SetModification(AccessFlags.DepthStencilAttachmentWriteBit, PipelineStageFlags.LateFragmentTestsBit);
}
_depthStencil?.Storage?.QueueLoadOpBarrier(cbs, true);
gd.Barriers.Flush(cbs.CommandBuffer, false, null);
}
public (Auto<DisposableRenderPass> renderPass, Auto<DisposableFramebuffer> framebuffer) GetPassAndFramebuffer(