Ryujinx-uplift/Ryujinx.Graphics.Gpu/Engine/Compute.cs
riperiperi 484eb645ae
Implement Zero-Configuration Resolution Scaling (#1365)
* Initial implementation of Render Target Scaling

Works with most games I have. No GUI option right now, it is hardcoded.

Missing handling for texelFetch operation.

* Realtime Configuration, refactoring.

* texelFetch scaling on fragment shader (WIP)

* Improve Shader-Side changes.

* Fix potential crash when no color/depth bound

* Workaround random uses of textures in compute.

This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.

* Fix scales oscillating when changing between non-native scales.

* Scaled textures on compute, cleanup, lazier uniform update.

* Cleanup.

* Fix stupidity

* Address Thog Feedback.

* Cover most of GDK's feedback (two comments remain)

* Fix bad rename

* Move IsDepthStencil to FormatExtensions, add docs.

* Fix default config, square texture detection.

* Three final fixes:

- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.

* Remove scale threshold.

Not needed right now - we'll see if we run into problems.

* All CPU modification blacklists scale.

* Fix comment.
2020-07-07 04:41:07 +02:00

169 lines
6.1 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
/// <summary>
/// Dispatches compute work.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
public void Dispatch(GpuState state, int argument)
{
uint qmdAddress = (uint)state.Get<int>(MethodOffset.DispatchParamsAddress);
var qmd = _context.MemoryAccessor.Read<ComputeQmd>((ulong)qmdAddress << 8);
GpuVa shaderBaseAddress = state.Get<GpuVa>(MethodOffset.ShaderBaseAddress);
ulong shaderGpuVa = shaderBaseAddress.Pack() + (uint)qmd.ProgramOffset;
int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
int sharedMemorySize = Math.Min(qmd.SharedMemorySize, _context.Capabilities.MaximumComputeSharedMemorySize);
uint sbEnableMask = 0;
uint ubEnableMask = 0;
for (int index = 0; index < Constants.TotalCpUniformBuffers; index++)
{
if (!qmd.ConstantBufferValid(index))
{
continue;
}
ubEnableMask |= 1u << index;
ulong gpuVa = (uint)qmd.ConstantBufferAddrLower(index) | (ulong)qmd.ConstantBufferAddrUpper(index) << 32;
ulong size = (ulong)qmd.ConstantBufferSize(index);
BufferManager.SetComputeUniformBuffer(index, gpuVa, size);
}
ShaderBundle cs = ShaderCache.GetComputeShader(
state,
shaderGpuVa,
qmd.CtaThreadDimension0,
qmd.CtaThreadDimension1,
qmd.CtaThreadDimension2,
localMemorySize,
sharedMemorySize);
_context.Renderer.Pipeline.SetProgram(cs.HostProgram);
var samplerPool = state.Get<PoolState>(MethodOffset.SamplerPoolState);
TextureManager.SetComputeSamplerPool(samplerPool.Address.Pack(), samplerPool.MaximumId, qmd.SamplerIndex);
var texturePool = state.Get<PoolState>(MethodOffset.TexturePoolState);
TextureManager.SetComputeTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
TextureManager.SetComputeTextureBufferIndex(state.Get<int>(MethodOffset.TextureBufferIndex));
ShaderProgramInfo info = cs.Shaders[0].Program.Info;
for (int index = 0; index < info.CBuffers.Count; index++)
{
BufferDescriptor cb = info.CBuffers[index];
// NVN uses the "hardware" constant buffer for anything that is less than 8,
// and those are already bound above.
// Anything greater than or equal to 8 uses the emulated constant buffers.
// They are emulated using global memory loads.
if (cb.Slot < 8)
{
continue;
}
ubEnableMask |= 1u << cb.Slot;
ulong cbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
int cbDescOffset = 0x260 + (cb.Slot - 8) * 0x10;
cbDescAddress += (ulong)cbDescOffset;
SbDescriptor cbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(cbDescAddress);
BufferManager.SetComputeUniformBuffer(cb.Slot, cbDescriptor.PackAddress(), (uint)cbDescriptor.Size);
}
for (int index = 0; index < info.SBuffers.Count; index++)
{
BufferDescriptor sb = info.SBuffers[index];
sbEnableMask |= 1u << sb.Slot;
ulong sbDescAddress = BufferManager.GetComputeUniformBufferAddress(0);
int sbDescOffset = 0x310 + sb.Slot * 0x10;
sbDescAddress += (ulong)sbDescOffset;
SbDescriptor sbDescriptor = _context.PhysicalMemory.Read<SbDescriptor>(sbDescAddress);
BufferManager.SetComputeStorageBuffer(sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size);
}
ubEnableMask = 0;
for (int index = 0; index < info.CBuffers.Count; index++)
{
ubEnableMask |= 1u << info.CBuffers[index].Slot;
}
BufferManager.SetComputeStorageBufferEnableMask(sbEnableMask);
BufferManager.SetComputeUniformBufferEnableMask(ubEnableMask);
var textureBindings = new TextureBindingInfo[info.Textures.Count];
for (int index = 0; index < info.Textures.Count; index++)
{
var descriptor = info.Textures[index];
Target target = GetTarget(descriptor.Type);
if (descriptor.IsBindless)
{
textureBindings[index] = new TextureBindingInfo(target, descriptor.CbufOffset, descriptor.CbufSlot, descriptor.Flags);
}
else
{
textureBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
}
}
TextureManager.SetComputeTextures(textureBindings);
var imageBindings = new TextureBindingInfo[info.Images.Count];
for (int index = 0; index < info.Images.Count; index++)
{
var descriptor = info.Images[index];
Target target = GetTarget(descriptor.Type);
imageBindings[index] = new TextureBindingInfo(target, descriptor.HandleIndex, descriptor.Flags);
}
TextureManager.SetComputeImages(imageBindings);
BufferManager.CommitComputeBindings();
TextureManager.CommitComputeBindings();
_context.Renderer.Pipeline.DispatchCompute(
qmd.CtaRasterWidth,
qmd.CtaRasterHeight,
qmd.CtaRasterDepth);
_forceShaderUpdate = true;
}
}
}