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Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways: - Partial use of VK_EXT_attachment_feedback_loop_layout - All renderable textures have AttachmentFeedbackLoopBitExt - Compile pipelines with Color/DepthStencil feedback loop flags when present - Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 ) TODO: - AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops. - Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project. - How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...) - Improve subpass dependencies to fix validation errors * Mark field readonly * Add feedback loop dynamic state * fix: add MoltenVK resolver workaround fix: add MoltenVK resolver workaround * Formatting * Fix more complaints * RADV dcc workaround * Use dynamic state properly, cleanup. * Use aspects flags in more places
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18 changed files with 538 additions and 74 deletions
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@ -302,6 +302,27 @@ namespace Ryujinx.Graphics.Vulkan
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_depthStencil?.Storage?.AddStoreOpUsage(true);
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}
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public void ClearBindings()
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{
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_depthStencil?.Storage.ClearBindings();
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for (int i = 0; i < _colorsCanonical.Length; i++)
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{
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_colorsCanonical[i]?.Storage.ClearBindings();
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}
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}
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public void AddBindings()
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{
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_depthStencil?.Storage.AddBinding(_depthStencil);
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for (int i = 0; i < _colorsCanonical.Length; i++)
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{
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TextureView color = _colorsCanonical[i];
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color?.Storage.AddBinding(color);
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}
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}
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public (RenderPassHolder rpHolder, Auto<DisposableFramebuffer> framebuffer) GetPassAndFramebuffer(
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VulkanRenderer gd,
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Device device,
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