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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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@ -2,6 +2,7 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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@ -33,6 +34,7 @@ namespace Ryujinx.Graphics.Vulkan
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public readonly Action EndRenderPassDelegate;
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protected PipelineDynamicState DynamicState;
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protected bool IsMainPipeline;
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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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@ -85,6 +87,9 @@ namespace Ryujinx.Graphics.Vulkan
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private bool _tfEnabled;
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private bool _tfActive;
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private FeedbackLoopAspects _feedbackLoop;
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private bool _passWritesDepthStencil;
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private readonly PipelineColorBlendAttachmentState[] _storedBlend;
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public ulong DrawCount { get; private set; }
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public bool RenderPassActive { get; private set; }
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@ -126,7 +131,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void Initialize()
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{
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_descriptorSetUpdater.Initialize();
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_descriptorSetUpdater.Initialize(IsMainPipeline);
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QuadsToTrisPattern = new IndexBufferPattern(Gd, 4, 6, 0, new[] { 0, 1, 2, 0, 2, 3 }, 4, false);
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TriFanToTrisPattern = new IndexBufferPattern(Gd, 3, 3, 2, new[] { int.MinValue, -1, 0 }, 1, true);
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@ -814,6 +819,8 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.DepthTestEnable = depthTest.TestEnable;
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_newState.DepthWriteEnable = depthTest.WriteEnable;
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_newState.DepthCompareOp = depthTest.Func.Convert();
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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@ -1079,6 +1086,8 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.StencilFrontPassOp = stencilTest.FrontDpPass.Convert();
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_newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
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_newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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@ -1426,7 +1435,23 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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if (IsMainPipeline)
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{
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FramebufferParams?.ClearBindings();
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}
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FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
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if (IsMainPipeline)
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{
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FramebufferParams.AddBindings();
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_newState.FeedbackLoopAspects = FeedbackLoopAspects.None;
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_bindingBarriersDirty = true;
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}
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_passWritesDepthStencil = false;
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UpdatePassDepthStencil();
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UpdatePipelineAttachmentFormats();
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}
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@ -1493,11 +1518,82 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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Gd.Barriers.Flush(Cbs, _program, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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Gd.Barriers.Flush(Cbs, _program, _feedbackLoop != 0, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Compute);
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}
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private bool ChangeFeedbackLoop(FeedbackLoopAspects aspects)
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{
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if (_feedbackLoop != aspects)
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{
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if (Gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
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{
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DynamicState.SetFeedbackLoop(aspects);
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}
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else
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{
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_newState.FeedbackLoopAspects = aspects;
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}
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_feedbackLoop = aspects;
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return true;
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}
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return false;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool UpdateFeedbackLoop()
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{
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List<TextureView> hazards = _descriptorSetUpdater.FeedbackLoopHazards;
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if ((hazards?.Count ?? 0) > 0)
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{
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FeedbackLoopAspects aspects = 0;
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foreach (TextureView view in hazards)
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{
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// May need to enforce feedback loop layout here in the future.
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// Though technically, it should always work with the general layout.
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if (view.Info.Format.IsDepthOrStencil())
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{
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if (_passWritesDepthStencil)
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{
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// If depth/stencil isn't written in the pass, it doesn't count as a feedback loop.
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aspects |= FeedbackLoopAspects.Depth;
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}
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}
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else
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{
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aspects |= FeedbackLoopAspects.Color;
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}
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}
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return ChangeFeedbackLoop(aspects);
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}
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else if (_feedbackLoop != 0)
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{
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return ChangeFeedbackLoop(FeedbackLoopAspects.None);
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}
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return false;
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}
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private void UpdatePassDepthStencil()
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{
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if (!RenderPassActive)
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{
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_passWritesDepthStencil = false;
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}
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// Stencil test being enabled doesn't necessarily mean a write, but it's not critical to check.
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_passWritesDepthStencil |= (_newState.DepthTestEnable && _newState.DepthWriteEnable) || _newState.StencilTestEnable;
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}
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private bool RecreateGraphicsPipelineIfNeeded()
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{
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if (AutoFlush.ShouldFlushDraw(DrawCount))
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@ -1505,7 +1601,7 @@ namespace Ryujinx.Graphics.Vulkan
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Gd.FlushAllCommands();
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}
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DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
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DynamicState.ReplayIfDirty(Gd, CommandBuffer);
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if (_needsIndexBufferRebind && _indexBufferPattern == null)
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{
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@ -1539,7 +1635,15 @@ namespace Ryujinx.Graphics.Vulkan
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_vertexBufferUpdater.Commit(Cbs);
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}
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if (_graphicsStateDirty || 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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if (UpdateFeedbackLoop() || _graphicsStateDirty || Pbp != PipelineBindPoint.Graphics)
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{
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if (!CreatePipeline(PipelineBindPoint.Graphics))
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{
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@ -1548,17 +1652,9 @@ 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, _program, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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Gd.Barriers.Flush(Cbs, _program, _feedbackLoop != 0, RenderPassActive, _rpHolder, EndRenderPassDelegate);
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_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Graphics);
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