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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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@ -8,6 +8,7 @@ namespace Ryujinx.Graphics.Vulkan
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struct PipelineState : IDisposable
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{
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private const int RequiredSubgroupSize = 32;
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private const int MaxDynamicStatesCount = 9;
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public PipelineUid Internal;
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@ -299,6 +300,12 @@ namespace Ryujinx.Graphics.Vulkan
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set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFFFFFFFFBF) | ((value ? 1UL : 0UL) << 6);
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}
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public FeedbackLoopAspects FeedbackLoopAspects
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{
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readonly get => (FeedbackLoopAspects)((Internal.Id8 >> 7) & 0x3);
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set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFFFFFFFE7F) | (((ulong)value) << 7);
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}
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public bool HasTessellationControlShader;
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public NativeArray<PipelineShaderStageCreateInfo> Stages;
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public PipelineLayout PipelineLayout;
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@ -564,9 +571,11 @@ namespace Ryujinx.Graphics.Vulkan
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}
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bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
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bool supportsFeedbackLoopDynamicState = gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop;
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DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
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DynamicState* dynamicStates = stackalloc DynamicState[MaxDynamicStatesCount];
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int dynamicStatesCount = 7;
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dynamicStates[0] = DynamicState.Viewport;
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dynamicStates[1] = DynamicState.Scissor;
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@ -578,7 +587,12 @@ namespace Ryujinx.Graphics.Vulkan
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if (supportsExtDynamicState)
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{
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dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
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dynamicStates[dynamicStatesCount++] = DynamicState.VertexInputBindingStrideExt;
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}
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if (supportsFeedbackLoopDynamicState)
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{
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dynamicStates[dynamicStatesCount++] = DynamicState.AttachmentFeedbackLoopEnableExt;
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}
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var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo
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@ -588,9 +602,27 @@ namespace Ryujinx.Graphics.Vulkan
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PDynamicStates = dynamicStates,
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};
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PipelineCreateFlags flags = 0;
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if (gd.Capabilities.SupportsAttachmentFeedbackLoop)
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{
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FeedbackLoopAspects aspects = FeedbackLoopAspects;
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if ((aspects & FeedbackLoopAspects.Color) != 0)
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{
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flags |= PipelineCreateFlags.CreateColorAttachmentFeedbackLoopBitExt;
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}
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if ((aspects & FeedbackLoopAspects.Depth) != 0)
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{
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flags |= PipelineCreateFlags.CreateDepthStencilAttachmentFeedbackLoopBitExt;
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}
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}
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var pipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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SType = StructureType.GraphicsPipelineCreateInfo,
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Flags = flags,
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StageCount = StagesCount,
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PStages = Stages.Pointer,
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PVertexInputState = &vertexInputState,
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