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Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
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4cc00bb4b1
commit
53d096e392
47 changed files with 996 additions and 262 deletions
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@ -19,6 +19,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Shader texture host set index.
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/// </summary>
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public int Set { get; }
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/// <summary>
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/// Shader texture host binding point.
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/// </summary>
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@ -54,15 +59,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="format">Format of the image as declared on the shader</param>
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/// <param name="set">Shader texture host set index</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, Format format, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
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public TextureBindingInfo(Target target, Format format, int set, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
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{
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Target = target;
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Format = format;
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Set = set;
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Binding = binding;
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ArrayLength = arrayLength;
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CbufSlot = cbufSlot;
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@ -74,6 +81,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="set">Shader texture host set index</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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@ -82,12 +90,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="isSamplerOnly">Indicates that the binding is for a sampler</param>
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public TextureBindingInfo(
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Target target,
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int set,
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int binding,
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int arrayLength,
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int cbufSlot,
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int handle,
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TextureUsageFlags flags,
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bool isSamplerOnly) : this(target, 0, binding, arrayLength, cbufSlot, handle, flags)
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bool isSamplerOnly) : this(target, 0, set, binding, arrayLength, cbufSlot, handle, flags)
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{
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IsSamplerOnly = isSamplerOnly;
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}
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@ -566,7 +566,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int stageIndex,
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int textureBufferIndex,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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in TextureBindingInfo bindingInfo)
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{
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Update(texturePool, samplerPool, stage, stageIndex, textureBufferIndex, isImage: false, samplerIndex, bindingInfo);
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}
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@ -579,7 +579,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="stageIndex">Shader stage index where the array is used</param>
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/// <param name="textureBufferIndex">Texture constant buffer index</param>
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/// <param name="bindingInfo">Array binding information</param>
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public void UpdateImageArray(TexturePool texturePool, ShaderStage stage, int stageIndex, int textureBufferIndex, TextureBindingInfo bindingInfo)
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public void UpdateImageArray(TexturePool texturePool, ShaderStage stage, int stageIndex, int textureBufferIndex, in TextureBindingInfo bindingInfo)
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{
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Update(texturePool, null, stage, stageIndex, textureBufferIndex, isImage: true, SamplerIndex.ViaHeaderIndex, bindingInfo);
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}
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@ -603,7 +603,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int textureBufferIndex,
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bool isImage,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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in TextureBindingInfo bindingInfo)
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{
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if (IsDirectHandleType(bindingInfo.Handle))
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{
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@ -623,7 +623,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="isImage">Whether the array is a image or texture array</param>
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/// <param name="bindingInfo">Array binding information</param>
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private void UpdateFromPool(TexturePool texturePool, SamplerPool samplerPool, ShaderStage stage, bool isImage, TextureBindingInfo bindingInfo)
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private void UpdateFromPool(TexturePool texturePool, SamplerPool samplerPool, ShaderStage stage, bool isImage, in TextureBindingInfo bindingInfo)
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{
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CacheEntry entry = GetOrAddEntry(texturePool, samplerPool, bindingInfo, isImage, out bool isNewEntry);
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@ -638,11 +638,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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return;
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@ -737,14 +737,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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entry.ImageArray.SetFormats(0, formats);
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entry.ImageArray.SetImages(0, textures);
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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entry.TextureArray.SetSamplers(0, samplers);
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entry.TextureArray.SetTextures(0, textures);
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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}
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@ -767,7 +767,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int textureBufferIndex,
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bool isImage,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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in TextureBindingInfo bindingInfo)
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{
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(textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, textureBufferIndex);
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@ -800,11 +800,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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return;
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@ -829,11 +829,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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return;
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@ -950,14 +950,50 @@ namespace Ryujinx.Graphics.Gpu.Image
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entry.ImageArray.SetFormats(0, formats);
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entry.ImageArray.SetImages(0, textures);
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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entry.TextureArray.SetSamplers(0, samplers);
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entry.TextureArray.SetTextures(0, textures);
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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}
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/// <summary>
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/// Updates a texture array binding on the host.
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/// </summary>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="bindingInfo">Array binding information</param>
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/// <param name="array">Texture array</param>
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private void SetTextureArray(ShaderStage stage, in TextureBindingInfo bindingInfo, ITextureArray array)
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{
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
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{
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_context.Renderer.Pipeline.SetTextureArraySeparate(stage, bindingInfo.Set, array);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, array);
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}
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}
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/// <summary>
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/// Updates a image array binding on the host.
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/// </summary>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="bindingInfo">Array binding information</param>
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/// <param name="array">Image array</param>
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private void SetImageArray(ShaderStage stage, in TextureBindingInfo bindingInfo, IImageArray array)
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{
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
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{
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_context.Renderer.Pipeline.SetImageArraySeparate(stage, bindingInfo.Set, array);
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}
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else
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, array);
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}
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}
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@ -973,7 +1009,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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private CacheEntry GetOrAddEntry(
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TexturePool texturePool,
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SamplerPool samplerPool,
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TextureBindingInfo bindingInfo,
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in TextureBindingInfo bindingInfo,
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bool isImage,
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out bool isNew)
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{
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@ -1015,7 +1051,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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private CacheEntryFromBuffer GetOrAddEntry(
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TexturePool texturePool,
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SamplerPool samplerPool,
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TextureBindingInfo bindingInfo,
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in TextureBindingInfo bindingInfo,
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bool isImage,
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ref BufferBounds textureBufferBounds,
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out bool isNew)
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