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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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@ -44,6 +44,8 @@ namespace Ryujinx.Graphics.Vulkan
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"VK_EXT_4444_formats",
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"VK_KHR_8bit_storage",
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"VK_KHR_maintenance2",
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"VK_EXT_attachment_feedback_loop_layout",
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"VK_EXT_attachment_feedback_loop_dynamic_state",
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};
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private static readonly string[] _requiredExtensions = {
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@ -357,6 +359,28 @@ namespace Ryujinx.Graphics.Vulkan
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features2.PNext = &supportedFeaturesDepthClipControl;
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}
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PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesEXT supportedFeaturesAttachmentFeedbackLoopLayout = new()
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{
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SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesExt,
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PNext = features2.PNext,
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};
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if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_layout"))
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{
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features2.PNext = &supportedFeaturesAttachmentFeedbackLoopLayout;
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}
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PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesEXT supportedFeaturesDynamicAttachmentFeedbackLoopLayout = new()
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{
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SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesExt,
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PNext = features2.PNext,
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};
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if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_dynamic_state"))
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{
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features2.PNext = &supportedFeaturesDynamicAttachmentFeedbackLoopLayout;
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}
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PhysicalDeviceVulkan12Features supportedPhysicalDeviceVulkan12Features = new()
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{
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SType = StructureType.PhysicalDeviceVulkan12Features,
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@ -531,6 +555,36 @@ namespace Ryujinx.Graphics.Vulkan
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pExtendedFeatures = &featuresDepthClipControl;
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}
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PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesEXT featuresAttachmentFeedbackLoopLayout;
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if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_layout") &&
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supportedFeaturesAttachmentFeedbackLoopLayout.AttachmentFeedbackLoopLayout)
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{
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featuresAttachmentFeedbackLoopLayout = new()
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{
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SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesExt,
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PNext = pExtendedFeatures,
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AttachmentFeedbackLoopLayout = true,
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};
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pExtendedFeatures = &featuresAttachmentFeedbackLoopLayout;
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}
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PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesEXT featuresDynamicAttachmentFeedbackLoopLayout;
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if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_dynamic_state") &&
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supportedFeaturesDynamicAttachmentFeedbackLoopLayout.AttachmentFeedbackLoopDynamicState)
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{
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featuresDynamicAttachmentFeedbackLoopLayout = new()
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{
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SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesExt,
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PNext = pExtendedFeatures,
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AttachmentFeedbackLoopDynamicState = true,
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};
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pExtendedFeatures = &featuresDynamicAttachmentFeedbackLoopLayout;
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}
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var enabledExtensions = _requiredExtensions.Union(_desirableExtensions.Intersect(physicalDevice.DeviceExtensions)).ToArray();
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IntPtr* ppEnabledExtensions = stackalloc IntPtr[enabledExtensions.Length];
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