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
This commit is contained in:
gdkchan 2024-05-26 13:30:19 -03:00 committed by GitHub
parent 4cc00bb4b1
commit 53d096e392
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GPG key ID: B5690EEEBB952194
47 changed files with 996 additions and 262 deletions

View file

@ -62,6 +62,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
var result = new TextureBindingInfo(
target,
descriptor.Set,
descriptor.Binding,
descriptor.ArrayLength,
descriptor.CbufSlot,
@ -90,6 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
var result = new TextureBindingInfo(
target,
format,
descriptor.Set,
descriptor.Binding,
descriptor.ArrayLength,
descriptor.CbufSlot,

View file

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 5936;
private const uint CodeGenVersion = 6870;
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";

View file

@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
_reservedImages = rrc.ReservedImages;
}
public int CreateConstantBufferBinding(int index)
public SetBindingPair CreateConstantBufferBinding(int index)
{
int binding;
@ -64,10 +64,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
binding = _resourceCounts.UniformBuffersCount++;
}
return binding + _reservedConstantBuffers;
return new SetBindingPair(_context.Capabilities.UniformBufferSetIndex, binding + _reservedConstantBuffers);
}
public int CreateImageBinding(int count, bool isBuffer)
public SetBindingPair CreateImageBinding(int count, bool isBuffer)
{
int binding;
@ -96,10 +96,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
_resourceCounts.ImagesCount += count;
}
return binding + _reservedImages;
return new SetBindingPair(_context.Capabilities.ImageSetIndex, binding + _reservedImages);
}
public int CreateStorageBufferBinding(int index)
public SetBindingPair CreateStorageBufferBinding(int index)
{
int binding;
@ -112,10 +112,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
binding = _resourceCounts.StorageBuffersCount++;
}
return binding + _reservedStorageBuffers;
return new SetBindingPair(_context.Capabilities.StorageBufferSetIndex, binding + _reservedStorageBuffers);
}
public int CreateTextureBinding(int count, bool isBuffer)
public SetBindingPair CreateTextureBinding(int count, bool isBuffer)
{
int binding;
@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
_resourceCounts.TexturesCount += count;
}
return binding + _reservedTextures;
return new SetBindingPair(_context.Capabilities.TextureSetIndex, binding + _reservedTextures);
}
private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
@ -183,6 +183,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
return maxPerStage * Constants.ShaderStages;
}
public int CreateExtraSet()
{
if (_resourceCounts.SetsCount >= _context.Capabilities.MaximumExtraSets)
{
return -1;
}
return _context.Capabilities.ExtraSetBaseIndex + _resourceCounts.SetsCount++;
}
public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision;
public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision;

View file

@ -24,5 +24,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Total of images used by the shaders.
/// </summary>
public int ImagesCount;
/// <summary>
/// Total of extra sets used by the shaders.
/// </summary>
public int SetsCount;
}
}

View file

@ -1,5 +1,6 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Shader
@ -9,13 +10,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
class ShaderInfoBuilder
{
private const int TotalSets = 4;
private const int UniformSetIndex = 0;
private const int StorageSetIndex = 1;
private const int TextureSetIndex = 2;
private const int ImageSetIndex = 3;
private const ResourceStages SupportBufferStages =
ResourceStages.Compute |
ResourceStages.Vertex |
@ -36,8 +30,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
private readonly int _reservedTextures;
private readonly int _reservedImages;
private readonly List<ResourceDescriptor>[] _resourceDescriptors;
private readonly List<ResourceUsage>[] _resourceUsages;
private List<ResourceDescriptor>[] _resourceDescriptors;
private List<ResourceUsage>[] _resourceUsages;
/// <summary>
/// Creates a new shader info builder.
@ -51,17 +45,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
_fragmentOutputMap = -1;
_resourceDescriptors = new List<ResourceDescriptor>[TotalSets];
_resourceUsages = new List<ResourceUsage>[TotalSets];
int uniformSetIndex = context.Capabilities.UniformBufferSetIndex;
int storageSetIndex = context.Capabilities.StorageBufferSetIndex;
int textureSetIndex = context.Capabilities.TextureSetIndex;
int imageSetIndex = context.Capabilities.ImageSetIndex;
for (int index = 0; index < TotalSets; index++)
int totalSets = Math.Max(uniformSetIndex, storageSetIndex);
totalSets = Math.Max(totalSets, textureSetIndex);
totalSets = Math.Max(totalSets, imageSetIndex);
totalSets++;
_resourceDescriptors = new List<ResourceDescriptor>[totalSets];
_resourceUsages = new List<ResourceUsage>[totalSets];
for (int index = 0; index < totalSets; index++)
{
_resourceDescriptors[index] = new();
_resourceUsages[index] = new();
}
AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
AddUsage(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, uniformSetIndex, 0, 1);
AddUsage(SupportBufferStages, ResourceType.UniformBuffer, uniformSetIndex, 0, 1);
ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
@ -73,12 +77,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
// TODO: Handle that better? Maybe we should only set the binding that are really needed on each 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.BufferTexture, TextureSetIndex, 0, rrc.ReservedTextures);
PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ImageSetIndex, 0, rrc.ReservedImages);
PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, uniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers);
PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, textureSetIndex, 0, rrc.ReservedTextures);
PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages);
}
/// <summary>
/// Populates descriptors and usages for vertex as compute and transform feedback emulation reserved resources.
/// </summary>
/// <param name="stages">Shader stages where the resources are used</param>
/// <param name="type">Resource type</param>
/// <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)
{
AddDescriptor(stages, type, setIndex, start, count);
@ -127,18 +139,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
int textureBinding = _reservedTextures + stageIndex * texturesPerStage * 2;
int imageBinding = _reservedImages + stageIndex * imagesPerStage * 2;
AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
int uniformSetIndex = _context.Capabilities.UniformBufferSetIndex;
int storageSetIndex = _context.Capabilities.StorageBufferSetIndex;
int textureSetIndex = _context.Capabilities.TextureSetIndex;
int imageSetIndex = _context.Capabilities.ImageSetIndex;
AddArrayDescriptors(info.Textures, stages, TextureSetIndex, isImage: false);
AddArrayDescriptors(info.Images, stages, TextureSetIndex, isImage: true);
AddDescriptor(stages, ResourceType.UniformBuffer, uniformSetIndex, uniformBinding, uniformsPerStage);
AddDescriptor(stages, ResourceType.StorageBuffer, storageSetIndex, storageBinding, storagesPerStage);
AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, textureSetIndex, textureBinding, texturesPerStage);
AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, imageSetIndex, imageBinding, imagesPerStage);
AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false);
AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true);
AddUsage(info.Textures, stages, TextureSetIndex, isImage: false);
AddUsage(info.Images, stages, ImageSetIndex, isImage: true);
AddArrayDescriptors(info.Textures, stages, isImage: false);
AddArrayDescriptors(info.Images, stages, isImage: true);
AddUsage(info.CBuffers, stages, isStorage: false);
AddUsage(info.SBuffers, stages, isStorage: true);
AddUsage(info.Textures, stages, isImage: false);
AddUsage(info.Images, stages, isImage: true);
}
/// <summary>
@ -177,9 +194,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="textures">Textures to be added</param>
/// <param name="stages">Stages where the textures are used</param>
/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
/// <param name="isImage">True for images, false for textures</param>
private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, bool isImage)
{
foreach (TextureDescriptor texture in textures)
{
@ -187,7 +203,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
ResourceType type = GetTextureResourceType(texture, isImage);
_resourceDescriptors[setIndex].Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages));
GetDescriptors(texture.Set).Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages));
}
}
}
@ -213,13 +229,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="buffers">Buffers to be added</param>
/// <param name="stages">Stages where the buffers are used</param>
/// <param name="setIndex">Descriptor set index where the buffers will be bound</param>
/// <param name="isStorage">True for storage buffers, false for uniform buffers</param>
private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, int setIndex, bool isStorage)
private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, bool isStorage)
{
foreach (BufferDescriptor buffer in buffers)
{
_resourceUsages[setIndex].Add(new ResourceUsage(
GetUsages(buffer.Set).Add(new ResourceUsage(
buffer.Binding,
1,
isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
@ -232,18 +247,65 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="textures">Textures to be added</param>
/// <param name="stages">Stages where the textures are used</param>
/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
/// <param name="isImage">True for images, false for textures</param>
private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, bool isImage)
{
foreach (TextureDescriptor texture in textures)
{
ResourceType type = GetTextureResourceType(texture, isImage);
_resourceUsages[setIndex].Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
GetUsages(texture.Set).Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
}
}
/// <summary>
/// Gets the list of resource descriptors for a given set index. A new list will be created if needed.
/// </summary>
/// <param name="setIndex">Resource set index</param>
/// <returns>List of resource descriptors</returns>
private List<ResourceDescriptor> GetDescriptors(int setIndex)
{
if (_resourceDescriptors.Length <= setIndex)
{
int oldLength = _resourceDescriptors.Length;
Array.Resize(ref _resourceDescriptors, setIndex + 1);
for (int index = oldLength; index <= setIndex; index++)
{
_resourceDescriptors[index] = new();
}
}
return _resourceDescriptors[setIndex];
}
/// <summary>
/// Gets the list of resource usages for a given set index. A new list will be created if needed.
/// </summary>
/// <param name="setIndex">Resource set index</param>
/// <returns>List of resource usages</returns>
private List<ResourceUsage> GetUsages(int setIndex)
{
if (_resourceUsages.Length <= setIndex)
{
int oldLength = _resourceUsages.Length;
Array.Resize(ref _resourceUsages, setIndex + 1);
for (int index = oldLength; index <= setIndex; index++)
{
_resourceUsages[index] = new();
}
}
return _resourceUsages[setIndex];
}
/// <summary>
/// Gets a resource type from a texture descriptor.
/// </summary>
/// <param name="texture">Texture descriptor</param>
/// <param name="isImage">Whether the texture is a image texture (writable) or not (sampled)</param>
/// <returns>Resource type</returns>
private static ResourceType GetTextureResourceType(TextureDescriptor texture, bool isImage)
{
bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
@ -278,10 +340,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>Shader information</returns>
public ShaderInfo Build(ProgramPipelineState? pipeline, bool fromCache = false)
{
var descriptors = new ResourceDescriptorCollection[TotalSets];
var usages = new ResourceUsageCollection[TotalSets];
int totalSets = _resourceDescriptors.Length;
for (int index = 0; index < TotalSets; index++)
var descriptors = new ResourceDescriptorCollection[totalSets];
var usages = new ResourceUsageCollection[totalSets];
for (int index = 0; index < totalSets; index++)
{
descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly());
usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());