Implement transform feedback emulation for hardware without native support (#5080)

* Implement transform feedback emulation for hardware without native support

* Stop doing some useless buffer updates and account for non-zero base instance

* Reduce redundant updates even more

* Update descriptor init logic to account for ResourceLayout

* Fix transform feedback and storage buffers not being updated in some cases

* Shader cache version bump

* PR feedback

* SetInstancedDrawVertexCount must be always called after UpdateState

* Minor typo
This commit is contained in:
gdkchan 2023-06-10 18:31:38 -03:00 committed by GitHub
parent 0e95a8271a
commit eb0bb36bbf
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21 changed files with 375 additions and 68 deletions

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@ -16,15 +16,24 @@ namespace Ryujinx.Graphics.Gpu.Shader
private const int TextureSetIndex = 2;
private const int ImageSetIndex = 3;
private const ResourceStages SupportBufferStags =
private const ResourceStages SupportBufferStages =
ResourceStages.Compute |
ResourceStages.Vertex |
ResourceStages.Fragment;
private const ResourceStages VtgStages =
ResourceStages.Vertex |
ResourceStages.TessellationControl |
ResourceStages.TessellationEvaluation |
ResourceStages.Geometry;
private readonly GpuContext _context;
private int _fragmentOutputMap;
private readonly int _reservedConstantBuffers;
private readonly int _reservedStorageBuffers;
private readonly List<ResourceDescriptor>[] _resourceDescriptors;
private readonly List<ResourceUsage>[] _resourceUsages;
@ -32,7 +41,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// Creates a new shader info builder.
/// </summary>
/// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
public ShaderInfoBuilder(GpuContext context)
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
public ShaderInfoBuilder(GpuContext context, bool tfEnabled)
{
_context = context;
@ -47,7 +57,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
_resourceUsages[index] = new();
}
AddDescriptor(SupportBufferStags, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
_reservedConstantBuffers = 1; // For the support buffer.
if (!context.Capabilities.SupportsTransformFeedback && tfEnabled)
{
_reservedStorageBuffers = 5;
AddDescriptor(VtgStages, ResourceType.StorageBuffer, StorageSetIndex, 0, 5);
AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Read, StorageSetIndex, 0, 1);
AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Write, StorageSetIndex, 1, 4);
}
else
{
_reservedStorageBuffers = 0;
}
}
/// <summary>
@ -86,8 +111,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
int texturesPerStage = (int)_context.Capabilities.MaximumTexturesPerStage;
int imagesPerStage = (int)_context.Capabilities.MaximumImagesPerStage;
int uniformBinding = 1 + stageIndex * uniformsPerStage;
int storageBinding = stageIndex * storagesPerStage;
int uniformBinding = _reservedConstantBuffers + stageIndex * uniformsPerStage;
int storageBinding = _reservedStorageBuffers + stageIndex * storagesPerStage;
int textureBinding = stageIndex * texturesPerStage * 2;
int imageBinding = stageIndex * imagesPerStage * 2;
@ -133,6 +158,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
AddDescriptor(stages, type2, setIndex, binding + count, count);
}
/// <summary>
/// Adds buffer usage information to the list of usages.
/// </summary>
/// <param name="stages">Shader stages where the resource is used</param>
/// <param name="type">Type of the resource</param>
/// <param name="access">How the resource is accessed by the shader stages where it is used</param>
/// <param name="setIndex">Descriptor set number where the resource will be bound</param>
/// <param name="binding">Binding number where the resource will be bound</param>
/// <param name="count">Number of resources bound at the binding location</param>
private void AddUsage(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int binding, int count)
{
for (int index = 0; index < count; index++)
{
_resourceUsages[setIndex].Add(new ResourceUsage(binding + index, type, stages, access));
}
}
/// <summary>
/// Adds buffer usage information to the list of usages.
/// </summary>
@ -212,10 +254,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="context">GPU context that owns the shaders</param>
/// <param name="programs">Shaders from the disk cache</param>
/// <param name="pipeline">Optional pipeline for background compilation</param>
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCache(GpuContext context, IEnumerable<CachedShaderStage> programs, ProgramPipelineState? pipeline)
public static ShaderInfo BuildForCache(
GpuContext context,
IEnumerable<CachedShaderStage> programs,
ProgramPipelineState? pipeline,
bool tfEnabled)
{
ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
ShaderInfoBuilder builder = new ShaderInfoBuilder(context, tfEnabled);
foreach (CachedShaderStage program in programs)
{
@ -237,7 +284,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
{
ShaderInfoBuilder builder = new ShaderInfoBuilder(context);
ShaderInfoBuilder builder = new ShaderInfoBuilder(context, tfEnabled: false);
builder.AddStageInfo(info);