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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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@ -23,6 +23,8 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly Auto<DisposableImageView> _imageView2dArray;
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private Dictionary<Format, TextureView> _selfManagedViews;
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private int _hazardUses;
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private readonly TextureCreateInfo _info;
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private HashTableSlim<RenderPassCacheKey, RenderPassHolder> _renderPasses;
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@ -60,7 +62,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.Textures.Add(this);
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var format = _gd.FormatCapabilities.ConvertToVkFormat(info.Format);
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var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample);
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var usage = TextureStorage.GetImageUsage(info.Format, info.Target, gd.Capabilities);
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var levels = (uint)info.Levels;
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var layers = (uint)info.GetLayers();
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@ -1034,6 +1036,34 @@ namespace Ryujinx.Graphics.Vulkan
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throw new NotImplementedException();
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}
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public void PrepareForUsage(CommandBufferScoped cbs, PipelineStageFlags flags, List<TextureView> feedbackLoopHazards)
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{
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Storage.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, flags);
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if (feedbackLoopHazards != null && Storage.IsBound(this))
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{
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feedbackLoopHazards.Add(this);
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_hazardUses++;
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}
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}
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public void ClearUsage(List<TextureView> feedbackLoopHazards)
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{
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if (_hazardUses != 0 && feedbackLoopHazards != null)
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{
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feedbackLoopHazards.Remove(this);
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_hazardUses--;
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}
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}
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public void DecrementHazardUses()
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{
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if (_hazardUses != 0)
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{
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_hazardUses--;
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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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