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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>
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18 changed files with 442 additions and 176 deletions
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@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.Vulkan
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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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private bool _bindingBarriersDirty;
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private PrimitiveTopology _topology;
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private ulong _currentPipelineHandle;
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@ -248,14 +249,14 @@ namespace Ryujinx.Graphics.Vulkan
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CreateRenderPass();
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}
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Gd.Barriers.Flush(Cbs.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
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BeginRenderPass();
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var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
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var attachment = new ClearAttachment(ImageAspectFlags.ColorBit, (uint)index, clearValue);
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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FramebufferParams.InsertClearBarrier(Cbs, index);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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@ -286,13 +287,13 @@ namespace Ryujinx.Graphics.Vulkan
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CreateRenderPass();
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}
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Gd.Barriers.Flush(Cbs.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
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BeginRenderPass();
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var attachment = new ClearAttachment(flags, 0, clearValue);
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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FramebufferParams.InsertClearBarrierDS(Cbs);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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@ -887,9 +888,9 @@ namespace Ryujinx.Graphics.Vulkan
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SignalStateChange();
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}
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public void SetImage(int binding, ITexture image, Format imageFormat)
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public void SetImage(ShaderStage stage, int binding, ITexture image, Format imageFormat)
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{
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_descriptorSetUpdater.SetImage(binding, image, imageFormat);
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_descriptorSetUpdater.SetImage(Cbs, stage, binding, image, imageFormat);
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}
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public void SetImage(int binding, Auto<DisposableImageView> image)
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@ -977,6 +978,7 @@ namespace Ryujinx.Graphics.Vulkan
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_program = internalProgram;
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_descriptorSetUpdater.SetProgram(Cbs, internalProgram, _currentPipelineHandle != 0);
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_bindingBarriersDirty = true;
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_newState.PipelineLayout = internalProgram.PipelineLayout;
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_newState.StagesCount = (uint)stages.Length;
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@ -1066,7 +1068,6 @@ namespace Ryujinx.Graphics.Vulkan
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private void SetRenderTargetsInternal(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
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{
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CreateFramebuffer(colors, depthStencil, filterWriteMasked);
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FramebufferParams?.UpdateModifications();
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CreateRenderPass();
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SignalStateChange();
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SignalAttachmentChange();
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@ -1520,8 +1521,18 @@ namespace Ryujinx.Graphics.Vulkan
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CreatePipeline(PipelineBindPoint.Compute);
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_computeStateDirty = false;
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Pbp = PipelineBindPoint.Compute;
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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.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
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_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Compute);
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}
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@ -1575,8 +1586,18 @@ 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.CommandBuffer, RenderPassActive, EndRenderPassDelegate);
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_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Graphics);
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return true;
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@ -1630,6 +1651,8 @@ namespace Ryujinx.Graphics.Vulkan
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{
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if (!RenderPassActive)
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{
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FramebufferParams.InsertLoadOpBarriers(Gd, Cbs);
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var renderArea = new Rect2D(null, new Extent2D(FramebufferParams.Width, FramebufferParams.Height));
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var clearValue = new ClearValue();
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