Ryujinx-uplift/Ryujinx.Graphics.Vulkan/PipelineFull.cs
riperiperi 8fa248ceb4
Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics.

* Use appropriate output attribute types

* 4kb vertex alignment, bunch of fixes

* Add reduced shader precision mode for mvk.

* Disable ASTC on MVK for now

* Only request robustnes2 when it is available.

* It's just the one feature actually

* Add triangle fan conversion

* Allow NullDescriptor on MVK for some reason.

* Force safe blit on MoltenVK

* Use ASTC only when formats are all available.

* Disable multilevel 3d texture views

* Filter duplicate render targets (on backend)

* Add Automatic MoltenVK Configuration

* Do not create color attachment views with formats that are not RT compatible

* Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats

* FIx rebase for Vertex Attrib State

* Fix 4b alignment for vertex

* Use asynchronous queue submits for MVK

* Ensure color clear shader has correct output type

* Update MoltenVK config

* Always use MoltenVK workarounds on MacOS

* Make MVK supersede all vendors

* Fix rebase

* Various fixes on rebase

* Get portability flags from extension

* Fix some minor rebasing issues

* Style change

* Use LibraryImport for MVKConfiguration

* Rename MoltenVK vendor to Apple

Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B.

* Fix features2 rebase conflict

* Rename fragment output type

* Add missing check for fragment output types

Might have caused the crash in MK8

* Only do fragment output specialization on MoltenVK

* Avoid copy when passing capabilities

* Self feedback

* Address feedback

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: nastys <nastys@users.noreply.github.com>
2023-01-13 01:31:21 +01:00

302 lines
9.6 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Vulkan.Queries;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Vulkan
{
class PipelineFull : PipelineBase, IPipeline
{
private const ulong MinByteWeightForFlush = 256 * 1024 * 1024; // MiB
private readonly List<QueryPool> _activeQueries;
private CounterQueueEvent _activeConditionalRender;
private readonly List<BufferedQuery> _pendingQueryCopies;
private readonly List<BufferedQuery> _pendingQueryResets;
private ulong _byteWeight;
public PipelineFull(VulkanRenderer gd, Device device) : base(gd, device)
{
_activeQueries = new List<QueryPool>();
_pendingQueryCopies = new();
_pendingQueryResets = new List<BufferedQuery>();
CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer;
}
private void CopyPendingQuery()
{
foreach (var query in _pendingQueryCopies)
{
query.PoolCopy(Cbs);
}
lock (_pendingQueryResets)
{
foreach (var query in _pendingQueryResets)
{
query.PoolReset(CommandBuffer);
}
_pendingQueryResets.Clear();
}
_pendingQueryCopies.Clear();
}
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{
if (FramebufferParams == null)
{
return;
}
if (componentMask != 0xf)
{
// We can't use CmdClearAttachments if not writing all components,
// because on Vulkan, the pipeline state does not affect clears.
var dstTexture = FramebufferParams.GetAttachment(index);
if (dstTexture == null)
{
return;
}
Span<float> clearColor = stackalloc float[4];
clearColor[0] = color.Red;
clearColor[1] = color.Green;
clearColor[2] = color.Blue;
clearColor[3] = color.Alpha;
// TODO: Clear only the specified layer.
Gd.HelperShader.Clear(
Gd,
dstTexture,
clearColor,
componentMask,
(int)FramebufferParams.Width,
(int)FramebufferParams.Height,
FramebufferParams.AttachmentFormats[index],
FramebufferParams.GetAttachmentComponentType(index),
ClearScissor);
}
else
{
ClearRenderTargetColor(index, layer, layerCount, color);
}
}
public void EndHostConditionalRendering()
{
if (Gd.Capabilities.SupportsConditionalRendering)
{
// Gd.ConditionalRenderingApi.CmdEndConditionalRendering(CommandBuffer);
}
else
{
// throw new NotSupportedException();
}
_activeConditionalRender?.ReleaseHostAccess();
_activeConditionalRender = null;
}
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
{
// Compare an event and a constant value.
if (value is CounterQueueEvent evt)
{
// Easy host conditional rendering when the check matches what GL can do:
// - Event is of type samples passed.
// - Result is not a combination of multiple queries.
// - Comparing against 0.
// - Event has not already been flushed.
if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
{
if (!value.ReserveForHostAccess())
{
// If the event has been flushed, then just use the values on the CPU.
// The query object may already be repurposed for another draw (eg. begin + end).
return false;
}
if (Gd.Capabilities.SupportsConditionalRendering)
{
var buffer = evt.GetBuffer().Get(Cbs, 0, sizeof(long)).Value;
var flags = isEqual ? ConditionalRenderingFlagsEXT.InvertedBitExt : 0;
var conditionalRenderingBeginInfo = new ConditionalRenderingBeginInfoEXT()
{
SType = StructureType.ConditionalRenderingBeginInfoExt,
Buffer = buffer,
Flags = flags
};
// Gd.ConditionalRenderingApi.CmdBeginConditionalRendering(CommandBuffer, conditionalRenderingBeginInfo);
}
_activeConditionalRender = evt;
return true;
}
}
// The GPU will flush the queries to CPU and evaluate the condition there instead.
FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
return false;
}
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
{
FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
return false;
}
private void FlushPendingQuery()
{
if (AutoFlush.ShouldFlushQuery())
{
FlushCommandsImpl();
}
}
public CommandBufferScoped GetPreloadCommandBuffer()
{
if (PreloadCbs == null)
{
PreloadCbs = Gd.CommandBufferPool.Rent();
}
return PreloadCbs.Value;
}
public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
{
bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
if (PreloadCbs != null && !usedByCurrentCb)
{
usedByCurrentCb = disposedResource.HasCommandBufferDependency(PreloadCbs.Value);
}
if (usedByCurrentCb)
{
// Since we can only free memory after the command buffer that uses a given resource was executed,
// keeping the command buffer might cause a high amount of memory to be in use.
// To prevent that, we force submit command buffers if the memory usage by resources
// in use by the current command buffer is above a given limit, and those resources were disposed.
_byteWeight += byteWeight;
if (_byteWeight >= MinByteWeightForFlush)
{
FlushCommandsImpl();
}
}
}
public void Restore()
{
if (Pipeline != null)
{
Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(Cbs).Value);
}
SignalCommandBufferChange();
DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
}
public void FlushCommandsImpl()
{
AutoFlush.RegisterFlush(DrawCount);
EndRenderPass();
foreach (var queryPool in _activeQueries)
{
Gd.Api.CmdEndQuery(CommandBuffer, queryPool, 0);
}
_byteWeight = 0;
if (PreloadCbs != null)
{
PreloadCbs.Value.Dispose();
PreloadCbs = null;
}
CommandBuffer = (Cbs = Gd.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
Gd.RegisterFlush();
// Restore per-command buffer state.
foreach (var queryPool in _activeQueries)
{
Gd.Api.CmdResetQueryPool(CommandBuffer, queryPool, 0, 1);
Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, 0);
}
Restore();
}
public void BeginQuery(BufferedQuery query, QueryPool pool, bool needsReset)
{
if (needsReset)
{
EndRenderPass();
Gd.Api.CmdResetQueryPool(CommandBuffer, pool, 0, 1);
lock (_pendingQueryResets)
{
_pendingQueryResets.Remove(query); // Might be present on here.
}
}
Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, 0);
_activeQueries.Add(pool);
}
public void EndQuery(QueryPool pool)
{
Gd.Api.CmdEndQuery(CommandBuffer, pool, 0);
_activeQueries.Remove(pool);
}
public void ResetQuery(BufferedQuery query)
{
lock (_pendingQueryResets)
{
_pendingQueryResets.Add(query);
}
}
public void CopyQueryResults(BufferedQuery query)
{
_pendingQueryCopies.Add(query);
if (AutoFlush.RegisterPendingQuery())
{
FlushCommandsImpl();
}
}
protected override void SignalAttachmentChange()
{
if (AutoFlush.ShouldFlush(DrawCount))
{
FlushCommandsImpl();
}
}
protected override void SignalRenderPassEnd()
{
CopyPendingQuery();
}
}
}