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
This commit is contained in:
riperiperi 2024-09-02 01:28:16 +01:00 committed by GitHub
parent fdd7ee791c
commit ca59c3f499
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GPG key ID: B5690EEEBB952194
18 changed files with 538 additions and 74 deletions

View file

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