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
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GPG key ID: B5690EEEBB952194
18 changed files with 442 additions and 176 deletions

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@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.Vulkan
private PipelineState _newState;
private bool _graphicsStateDirty;
private bool _computeStateDirty;
private bool _bindingBarriersDirty;
private PrimitiveTopology _topology;
private ulong _currentPipelineHandle;
@ -248,14 +249,14 @@ namespace Ryujinx.Graphics.Vulkan
CreateRenderPass();
}
Gd.Barriers.Flush(Cbs.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
BeginRenderPass();
var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
var attachment = new ClearAttachment(ImageAspectFlags.ColorBit, (uint)index, clearValue);
var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
FramebufferParams.InsertClearBarrier(Cbs, index);
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
}
@ -286,13 +287,13 @@ namespace Ryujinx.Graphics.Vulkan
CreateRenderPass();
}
Gd.Barriers.Flush(Cbs.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
BeginRenderPass();
var attachment = new ClearAttachment(flags, 0, clearValue);
var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
FramebufferParams.InsertClearBarrierDS(Cbs);
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
}
@ -887,9 +888,9 @@ namespace Ryujinx.Graphics.Vulkan
SignalStateChange();
}
public void SetImage(int binding, ITexture image, Format imageFormat)
public void SetImage(ShaderStage stage, int binding, ITexture image, Format imageFormat)
{
_descriptorSetUpdater.SetImage(binding, image, imageFormat);
_descriptorSetUpdater.SetImage(Cbs, stage, binding, image, imageFormat);
}
public void SetImage(int binding, Auto<DisposableImageView> image)
@ -977,6 +978,7 @@ namespace Ryujinx.Graphics.Vulkan
_program = internalProgram;
_descriptorSetUpdater.SetProgram(Cbs, internalProgram, _currentPipelineHandle != 0);
_bindingBarriersDirty = true;
_newState.PipelineLayout = internalProgram.PipelineLayout;
_newState.StagesCount = (uint)stages.Length;
@ -1066,7 +1068,6 @@ namespace Ryujinx.Graphics.Vulkan
private void SetRenderTargetsInternal(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
{
CreateFramebuffer(colors, depthStencil, filterWriteMasked);
FramebufferParams?.UpdateModifications();
CreateRenderPass();
SignalStateChange();
SignalAttachmentChange();
@ -1520,8 +1521,18 @@ namespace Ryujinx.Graphics.Vulkan
CreatePipeline(PipelineBindPoint.Compute);
_computeStateDirty = false;
Pbp = PipelineBindPoint.Compute;
if (_bindingBarriersDirty)
{
// Stale barriers may have been activated by switching program. Emit any that are relevant.
_descriptorSetUpdater.InsertBindingBarriers(Cbs);
_bindingBarriersDirty = false;
}
}
Gd.Barriers.Flush(Cbs.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Compute);
}
@ -1575,8 +1586,18 @@ namespace Ryujinx.Graphics.Vulkan
_graphicsStateDirty = false;
Pbp = PipelineBindPoint.Graphics;
if (_bindingBarriersDirty)
{
// Stale barriers may have been activated by switching program. Emit any that are relevant.
_descriptorSetUpdater.InsertBindingBarriers(Cbs);
_bindingBarriersDirty = false;
}
}
Gd.Barriers.Flush(Cbs.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Graphics);
return true;
@ -1630,6 +1651,8 @@ namespace Ryujinx.Graphics.Vulkan
{
if (!RenderPassActive)
{
FramebufferParams.InsertLoadOpBarriers(Gd, Cbs);
var renderArea = new Rect2D(null, new Extent2D(FramebufferParams.Width, FramebufferParams.Height));
var clearValue = new ClearValue();