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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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@ -1,5 +1,6 @@
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using Ryujinx.Common.Memory;
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using Silk.NET.Vulkan;
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using Silk.NET.Vulkan.Extensions.EXT;
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namespace Ryujinx.Graphics.Vulkan
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{
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@ -21,6 +22,8 @@ namespace Ryujinx.Graphics.Vulkan
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private Array4<float> _blendConstants;
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private FeedbackLoopAspects _feedbackLoopAspects;
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public uint ViewportsCount;
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public Array16<Viewport> Viewports;
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@ -32,7 +35,8 @@ namespace Ryujinx.Graphics.Vulkan
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Scissor = 1 << 2,
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Stencil = 1 << 3,
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Viewport = 1 << 4,
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All = Blend | DepthBias | Scissor | Stencil | Viewport,
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FeedbackLoop = 1 << 5,
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All = Blend | DepthBias | Scissor | Stencil | Viewport | FeedbackLoop,
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}
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private DirtyFlags _dirty;
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@ -99,13 +103,22 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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public void SetFeedbackLoop(FeedbackLoopAspects aspects)
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{
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_feedbackLoopAspects = aspects;
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_dirty |= DirtyFlags.FeedbackLoop;
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}
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public void ForceAllDirty()
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{
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_dirty = DirtyFlags.All;
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}
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public void ReplayIfDirty(Vk api, CommandBuffer commandBuffer)
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public void ReplayIfDirty(VulkanRenderer gd, CommandBuffer commandBuffer)
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{
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Vk api = gd.Api;
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if (_dirty.HasFlag(DirtyFlags.Blend))
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{
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RecordBlend(api, commandBuffer);
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@ -131,6 +144,11 @@ namespace Ryujinx.Graphics.Vulkan
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RecordViewport(api, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.FeedbackLoop) && gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
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{
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RecordFeedbackLoop(gd.DynamicFeedbackLoopApi, commandBuffer);
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}
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_dirty = DirtyFlags.None;
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}
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@ -169,5 +187,17 @@ namespace Ryujinx.Graphics.Vulkan
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api.CmdSetViewport(commandBuffer, 0, ViewportsCount, Viewports.AsSpan());
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}
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}
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private readonly void RecordFeedbackLoop(ExtAttachmentFeedbackLoopDynamicState api, CommandBuffer commandBuffer)
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{
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ImageAspectFlags aspects = (_feedbackLoopAspects & FeedbackLoopAspects.Color) != 0 ? ImageAspectFlags.ColorBit : 0;
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if ((_feedbackLoopAspects & FeedbackLoopAspects.Depth) != 0)
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{
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aspects |= ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit;
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}
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api.CmdSetAttachmentFeedbackLoopEnable(commandBuffer, aspects);
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}
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}
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}
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