Ryujinx-uplift/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
riperiperi ece36b274d
GAL: Send all buffer assignments at once rather than individually (#3881)
* GAL: Send all buffer assignments at once rather than individually

The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.

Significantly improves GPU thread performance in Pokemon Scarlet/Violet.

* Address Feedback

Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
2022-11-24 07:50:59 +00:00

375 lines
13 KiB
C#

using Ryujinx.Graphics.GAL.Multithreading.Commands;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using Ryujinx.Graphics.Shader;
using System;
using System.Linq;
namespace Ryujinx.Graphics.GAL.Multithreading
{
public class ThreadedPipeline : IPipeline
{
private ThreadedRenderer _renderer;
private IPipeline _impl;
public ThreadedPipeline(ThreadedRenderer renderer, IPipeline impl)
{
_renderer = renderer;
_impl = impl;
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(_renderer, reference);
}
public void Barrier()
{
_renderer.New<BarrierCommand>();
_renderer.QueueCommand();
}
public void BeginTransformFeedback(PrimitiveTopology topology)
{
_renderer.New<BeginTransformFeedbackCommand>().Set(topology);
_renderer.QueueCommand();
}
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
{
_renderer.New<ClearBufferCommand>().Set(destination, offset, size, value);
_renderer.QueueCommand();
}
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{
_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color);
_renderer.QueueCommand();
}
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
_renderer.QueueCommand();
}
public void CommandBufferBarrier()
{
_renderer.New<CommandBufferBarrierCommand>();
_renderer.QueueCommand();
}
public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
{
_renderer.New<CopyBufferCommand>().Set(source, destination, srcOffset, dstOffset, size);
_renderer.QueueCommand();
}
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
{
_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
_renderer.QueueCommand();
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
{
_renderer.New<DrawCommand>().Set(vertexCount, instanceCount, firstVertex, firstInstance);
_renderer.QueueCommand();
}
public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
{
_renderer.New<DrawIndexedCommand>().Set(indexCount, instanceCount, firstIndex, firstVertex, firstInstance);
_renderer.QueueCommand();
}
public void DrawIndexedIndirect(BufferRange indirectBuffer)
{
_renderer.New<DrawIndexedIndirectCommand>().Set(indirectBuffer);
_renderer.QueueCommand();
}
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
_renderer.New<DrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
_renderer.QueueCommand();
}
public void DrawIndirect(BufferRange indirectBuffer)
{
_renderer.New<DrawIndirectCommand>().Set(indirectBuffer);
_renderer.QueueCommand();
}
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
_renderer.New<DrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
_renderer.QueueCommand();
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
_renderer.QueueCommand();
}
public void EndHostConditionalRendering()
{
_renderer.New<EndHostConditionalRenderingCommand>();
_renderer.QueueCommand();
}
public void EndTransformFeedback()
{
_renderer.New<EndTransformFeedbackCommand>();
_renderer.QueueCommand();
}
public void SetAlphaTest(bool enable, float reference, CompareOp op)
{
_renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
_renderer.QueueCommand();
}
public void SetBlendState(int index, BlendDescriptor blend)
{
_renderer.New<SetBlendStateCommand>().Set(index, blend);
_renderer.QueueCommand();
}
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
{
_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
_renderer.QueueCommand();
}
public void SetDepthClamp(bool clamp)
{
_renderer.New<SetDepthClampCommand>().Set(clamp);
_renderer.QueueCommand();
}
public void SetDepthMode(DepthMode mode)
{
_renderer.New<SetDepthModeCommand>().Set(mode);
_renderer.QueueCommand();
}
public void SetDepthTest(DepthTestDescriptor depthTest)
{
_renderer.New<SetDepthTestCommand>().Set(depthTest);
_renderer.QueueCommand();
}
public void SetFaceCulling(bool enable, Face face)
{
_renderer.New<SetFaceCullingCommand>().Set(enable, face);
_renderer.QueueCommand();
}
public void SetFrontFace(FrontFace frontFace)
{
_renderer.New<SetFrontFaceCommand>().Set(frontFace);
_renderer.QueueCommand();
}
public void SetImage(int binding, ITexture texture, Format imageFormat)
{
_renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
_renderer.QueueCommand();
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_renderer.New<SetIndexBufferCommand>().Set(buffer, type);
_renderer.QueueCommand();
}
public void SetLineParameters(float width, bool smooth)
{
_renderer.New<SetLineParametersCommand>().Set(width, smooth);
_renderer.QueueCommand();
}
public void SetLogicOpState(bool enable, LogicalOp op)
{
_renderer.New<SetLogicOpStateCommand>().Set(enable, op);
_renderer.QueueCommand();
}
public void SetMultisampleState(MultisampleDescriptor multisample)
{
_renderer.New<SetMultisampleStateCommand>().Set(multisample);
_renderer.QueueCommand();
}
public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
{
_renderer.New<SetPatchParametersCommand>().Set(vertices, defaultOuterLevel, defaultInnerLevel);
_renderer.QueueCommand();
}
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
{
_renderer.New<SetPointParametersCommand>().Set(size, isProgramPointSize, enablePointSprite, origin);
_renderer.QueueCommand();
}
public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
{
_renderer.New<SetPolygonModeCommand>().Set(frontMode, backMode);
_renderer.QueueCommand();
}
public void SetPrimitiveRestart(bool enable, int index)
{
_renderer.New<SetPrimitiveRestartCommand>().Set(enable, index);
_renderer.QueueCommand();
}
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_renderer.New<SetPrimitiveTopologyCommand>().Set(topology);
_renderer.QueueCommand();
}
public void SetProgram(IProgram program)
{
_renderer.New<SetProgramCommand>().Set(Ref(program));
_renderer.QueueCommand();
}
public void SetRasterizerDiscard(bool discard)
{
_renderer.New<SetRasterizerDiscardCommand>().Set(discard);
_renderer.QueueCommand();
}
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
{
_renderer.New<SetRenderTargetColorMasksCommand>().Set(_renderer.CopySpan(componentMask));
_renderer.QueueCommand();
}
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_renderer.New<SetRenderTargetsCommand>().Set(Ref(colors.ToArray()), Ref(depthStencil));
_renderer.QueueCommand();
}
public void SetRenderTargetScale(float scale)
{
_renderer.New<SetRenderTargetScaleCommand>().Set(scale);
_renderer.QueueCommand();
}
public void SetScissors(ReadOnlySpan<Rectangle<int>> scissors)
{
_renderer.New<SetScissorsCommand>().Set(_renderer.CopySpan(scissors));
_renderer.QueueCommand();
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
_renderer.New<SetStencilTestCommand>().Set(stencilTest);
_renderer.QueueCommand();
}
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_renderer.New<SetStorageBuffersCommand>().Set(_renderer.CopySpan(buffers));
_renderer.QueueCommand();
}
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
_renderer.New<SetTextureAndSamplerCommand>().Set(stage, binding, Ref(texture), Ref(sampler));
_renderer.QueueCommand();
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
_renderer.New<SetTransformFeedbackBuffersCommand>().Set(_renderer.CopySpan(buffers));
_renderer.QueueCommand();
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_renderer.New<SetUniformBuffersCommand>().Set(_renderer.CopySpan(buffers));
_renderer.QueueCommand();
}
public void SetUserClipDistance(int index, bool enableClip)
{
_renderer.New<SetUserClipDistanceCommand>().Set(index, enableClip);
_renderer.QueueCommand();
}
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
_renderer.New<SetVertexAttribsCommand>().Set(_renderer.CopySpan(vertexAttribs));
_renderer.QueueCommand();
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_renderer.New<SetVertexBuffersCommand>().Set(_renderer.CopySpan(vertexBuffers));
_renderer.QueueCommand();
}
public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
{
_renderer.New<SetViewportsCommand>().Set(_renderer.CopySpan(viewports), disableTransform);
_renderer.QueueCommand();
}
public void TextureBarrier()
{
_renderer.New<TextureBarrierCommand>();
_renderer.QueueCommand();
}
public void TextureBarrierTiled()
{
_renderer.New<TextureBarrierTiledCommand>();
_renderer.QueueCommand();
}
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
{
var evt = value as ThreadedCounterEvent;
if (evt != null)
{
if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
{
if (!evt.ReserveForHostAccess())
{
return false;
}
_renderer.New<TryHostConditionalRenderingCommand>().Set(Ref(evt), compare, isEqual);
_renderer.QueueCommand();
return true;
}
}
_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(evt), Ref<ThreadedCounterEvent>(null), isEqual);
_renderer.QueueCommand();
return false;
}
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
{
_renderer.New<TryHostConditionalRenderingFlushCommand>().Set(Ref(value as ThreadedCounterEvent), Ref(compare as ThreadedCounterEvent), isEqual);
_renderer.QueueCommand();
return false;
}
public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
{
_renderer.New<UpdateRenderScaleCommand>().Set(_renderer.CopySpan(scales.Slice(0, totalCount)), totalCount, fragmentCount);
_renderer.QueueCommand();
}
}
}