mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-19 05:15:55 +01:00
9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
127 lines
4.5 KiB
C#
127 lines
4.5 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan.Effects
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{
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internal partial class FxaaPostProcessingEffect : IPostProcessingEffect
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{
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private readonly VulkanRenderer _renderer;
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private ISampler _samplerLinear;
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private ShaderCollection _shaderProgram;
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private PipelineHelperShader _pipeline;
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private TextureView _texture;
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public FxaaPostProcessingEffect(VulkanRenderer renderer, Device device)
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{
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_renderer = renderer;
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_pipeline = new PipelineHelperShader(renderer, device);
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Initialize();
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}
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public void Dispose()
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{
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_shaderProgram.Dispose();
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_pipeline.Dispose();
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_samplerLinear.Dispose();
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_texture?.Dispose();
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}
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private void Initialize()
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{
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_pipeline.Initialize();
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var shader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv");
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var computeBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1 },
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new[] { 0 });
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_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_shaderProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(shader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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});
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}
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public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
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{
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if (_texture == null || _texture.Width != view.Width || _texture.Height != view.Height)
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{
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_texture?.Dispose();
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var info = view.Info;
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if (view.Info.Format.IsBgr())
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{
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info = new TextureCreateInfo(info.Width,
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info.Height,
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info.Depth,
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info.Levels,
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info.Samples,
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info.BlockWidth,
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info.BlockHeight,
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info.BytesPerPixel,
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info.Format,
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info.DepthStencilMode,
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info.Target,
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info.SwizzleB,
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info.SwizzleG,
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info.SwizzleR,
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info.SwizzleA);
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}
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_texture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
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}
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_shaderProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
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ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
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int rangeSize = resolutionBuffer.Length * sizeof(float);
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var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
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_renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
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var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, view.Width, view.Height),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
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var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
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_pipeline.SetScissors(stackalloc[] { new Rectangle<int>(0, 0, view.Width, view.Height) });
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetImage(0, _texture, GAL.Format.R8G8B8A8Unorm);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_renderer.BufferManager.Delete(bufferHandle);
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_pipeline.ComputeBarrier();
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_pipeline.Finish();
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return _texture;
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}
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}
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} |