From 8196086f7a61f39f6177e7988a371136c7301870 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Wed, 11 Aug 2021 22:13:48 -0300 Subject: [PATCH] Revert "Calculate vertex buffer sizes from index buffer (#1663)" (#2544) This reverts commit 10d649e6d3ad3e4af32d2b41e718bb0a2924da67. --- Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs | 307 ------------------ .../Engine/Threed/StateUpdater.cs | 43 +-- Ryujinx.Graphics.Gpu/GraphicsConfig.cs | 5 - Ryujinx/Configuration/ConfigurationState.cs | 2 +- 4 files changed, 5 insertions(+), 352 deletions(-) delete mode 100644 Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs deleted file mode 100644 index 15d9587d..00000000 --- a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs +++ /dev/null @@ -1,307 +0,0 @@ -using Ryujinx.Graphics.GAL; -using Ryujinx.Graphics.Gpu.Memory; -using System; -using System.Runtime.InteropServices; -using System.Runtime.Intrinsics; -using System.Runtime.Intrinsics.X86; - -namespace Ryujinx.Graphics.Gpu.Engine.Threed -{ - /// - /// Index buffer utility methods. - /// - static class IbUtils - { - /// - /// Minimum size that the vertex buffer must have, in bytes, to make the index counting profitable. - /// - private const ulong MinimumVbSizeThreshold = 0x200000; // 2 MB - - /// - /// Maximum number of indices that the index buffer may have to make the index counting profitable. - /// - private const int MaximumIndexCountThreshold = 65536; - - /// - /// Checks if getting the vertex buffer size from the maximum index buffer index is worth it. - /// - /// Maximum size that the vertex buffer may possibly have, in bytes - /// Total number of indices on the index buffer - /// True if getting the vertex buffer size from the index buffer may yield performance improvements - public static bool IsIbCountingProfitable(ulong vbSizeMax, int indexCount) - { - return vbSizeMax >= MinimumVbSizeThreshold && indexCount <= MaximumIndexCountThreshold; - } - - /// - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer. - /// - /// GPU memory manager - /// Index buffer element integer type - /// GPU virtual address of the index buffer - /// Index of the first index buffer element used on the draw - /// Number of index buffer elements used on the draw - /// Vertex count - public static ulong GetVertexCount(MemoryManager mm, IndexType type, ulong gpuVa, int firstIndex, int indexCount) - { - return type switch - { - IndexType.UShort => CountU16(mm, gpuVa, firstIndex, indexCount), - IndexType.UInt => CountU32(mm, gpuVa, firstIndex, indexCount), - _ => CountU8(mm, gpuVa, firstIndex, indexCount) - }; - } - - /// - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 8-bit indices. - /// - /// GPU memory manager - /// GPU virtual address of the index buffer - /// Index of the first index buffer element used on the draw - /// Number of index buffer elements used on the draw - /// Vertex count - private unsafe static ulong CountU8(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount) - { - uint max = 0; - ReadOnlySpan data = mm.GetSpan(gpuVa, firstIndex + indexCount); - - if (Avx2.IsSupported) - { - fixed (byte* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~127); - - var result = Vector256.Zero; - - for (int i = firstIndex; i < endAligned; i += 128) - { - var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i); - var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32); - var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 64); - var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 96); - - var max01 = Avx2.Max(dataVec0, dataVec1); - var max23 = Avx2.Max(dataVec2, dataVec3); - var max0123 = Avx2.Max(max01, max23); - - result = Avx2.Max(result, max0123); - } - - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsByte()); - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsByte()); - result = Avx2.Max(result, Avx2.ShuffleLow(result.AsUInt16(), 0x55).AsByte()); - result = Avx2.Max(result, Avx2.ShiftRightLogical(result.AsUInt16(), 8).AsByte()); - - max = Math.Max(result.GetElement(0), result.GetElement(16)); - - firstIndex = endAligned; - } - } - else if (Sse2.IsSupported) - { - fixed (byte* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~63); - - var result = Vector128.Zero; - - for (int i = firstIndex; i < endAligned; i += 64) - { - var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i); - var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16); - var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 32); - var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 48); - - var max01 = Sse2.Max(dataVec0, dataVec1); - var max23 = Sse2.Max(dataVec2, dataVec3); - var max0123 = Sse2.Max(max01, max23); - - result = Sse2.Max(result, max0123); - } - - result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsByte()); - result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsByte()); - result = Sse2.Max(result, Sse2.ShuffleLow(result.AsUInt16(), 0x55).AsByte()); - result = Sse2.Max(result, Sse2.ShiftRightLogical(result.AsUInt16(), 8).AsByte()); - - max = result.GetElement(0); - - firstIndex = endAligned; - } - } - - for (int i = firstIndex; i < data.Length; i++) - { - if (max < data[i]) max = data[i]; - } - - return (ulong)max + 1; - } - - /// - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 16-bit indices. - /// - /// GPU memory manager - /// GPU virtual address of the index buffer - /// Index of the first index buffer element used on the draw - /// Number of index buffer elements used on the draw - /// Vertex count - private unsafe static ulong CountU16(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount) - { - uint max = 0; - ReadOnlySpan data = MemoryMarshal.Cast(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 2)); - - if (Avx2.IsSupported) - { - fixed (ushort* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~63); - - var result = Vector256.Zero; - - for (int i = firstIndex; i < endAligned; i += 64) - { - var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i); - var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16); - var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32); - var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 48); - - var max01 = Avx2.Max(dataVec0, dataVec1); - var max23 = Avx2.Max(dataVec2, dataVec3); - var max0123 = Avx2.Max(max01, max23); - - result = Avx2.Max(result, max0123); - } - - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsUInt16()); - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsUInt16()); - result = Avx2.Max(result, Avx2.ShuffleLow(result, 0x55)); - - max = Math.Max(result.GetElement(0), result.GetElement(8)); - - firstIndex = endAligned; - } - } - else if (Sse41.IsSupported) - { - fixed (ushort* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~31); - - var result = Vector128.Zero; - - for (int i = firstIndex; i < endAligned; i += 32) - { - var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i); - var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8); - var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16); - var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 24); - - var max01 = Sse41.Max(dataVec0, dataVec1); - var max23 = Sse41.Max(dataVec2, dataVec3); - var max0123 = Sse41.Max(max01, max23); - - result = Sse41.Max(result, max0123); - } - - result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsUInt16()); - result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsUInt16()); - result = Sse41.Max(result, Sse2.ShuffleLow(result, 0x55)); - - max = result.GetElement(0); - - firstIndex = endAligned; - } - } - - for (int i = firstIndex; i < data.Length; i++) - { - if (max < data[i]) max = data[i]; - } - - return (ulong)max + 1; - } - - /// - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 32-bit indices. - /// - /// GPU memory manager - /// GPU virtual address of the index buffer - /// Index of the first index buffer element used on the draw - /// Number of index buffer elements used on the draw - /// Vertex count - private unsafe static ulong CountU32(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount) - { - uint max = 0; - ReadOnlySpan data = MemoryMarshal.Cast(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 4)); - - if (Avx2.IsSupported) - { - fixed (uint* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~31); - - var result = Vector256.Zero; - - for (int i = firstIndex; i < endAligned; i += 32) - { - var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i); - var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 8); - var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16); - var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 24); - - var max01 = Avx2.Max(dataVec0, dataVec1); - var max23 = Avx2.Max(dataVec2, dataVec3); - var max0123 = Avx2.Max(max01, max23); - - result = Avx2.Max(result, max0123); - } - - result = Avx2.Max(result, Avx2.Shuffle(result, 0xee)); - result = Avx2.Max(result, Avx2.Shuffle(result, 0x55)); - - max = Math.Max(result.GetElement(0), result.GetElement(4)); - - firstIndex = endAligned; - } - } - else if (Sse41.IsSupported) - { - fixed (uint* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~15); - - var result = Vector128.Zero; - - for (int i = firstIndex; i < endAligned; i += 16) - { - var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i); - var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 4); - var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8); - var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 12); - - var max01 = Sse41.Max(dataVec0, dataVec1); - var max23 = Sse41.Max(dataVec2, dataVec3); - var max0123 = Sse41.Max(max01, max23); - - result = Sse41.Max(result, max0123); - } - - result = Sse41.Max(result, Sse2.Shuffle(result, 0xee)); - result = Sse41.Max(result, Sse2.Shuffle(result, 0x55)); - - max = result.GetElement(0); - - firstIndex = endAligned; - } - } - - for (int i = firstIndex; i < data.Length; i++) - { - if (max < data[i]) max = data[i]; - } - - return (ulong)max + 1; - } - } -} diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs index da412bdf..a6953cd2 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs @@ -34,8 +34,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed private byte _vsClipDistancesWritten; private bool _prevDrawIndexed; - private int _prevFirstIndex; - private int _prevIndexCount; private bool _prevTfEnable; /// @@ -184,25 +182,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed // method when doing indexed draws, so we need to make sure // to update the vertex buffers if we are doing a regular // draw after a indexed one and vice-versa. - if (GraphicsConfig.EnableIndexedVbSizeDetection) + if (_drawState.DrawIndexed != _prevDrawIndexed) { - if (_drawState.DrawIndexed != _prevDrawIndexed || - _drawState.FirstIndex != _prevFirstIndex || - _drawState.IndexCount != _prevIndexCount) - { - _updateTracker.ForceDirty(VertexBufferStateIndex); - _prevDrawIndexed = _drawState.DrawIndexed; - _prevFirstIndex = _drawState.FirstIndex; - _prevIndexCount = _drawState.IndexCount; - } - } - else - { - if (_drawState.DrawIndexed != _prevDrawIndexed) - { - _updateTracker.ForceDirty(VertexBufferStateIndex); - _prevDrawIndexed = _drawState.DrawIndexed; - } + _updateTracker.ForceDirty(VertexBufferStateIndex); + _prevDrawIndexed = _drawState.DrawIndexed; } bool tfEnable = _state.State.TfEnable; @@ -804,25 +787,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { // This size may be (much) larger than the real vertex buffer size. // Avoid calculating it this way, unless we don't have any other option. - ulong vbSizeMax = endAddress.Pack() - address + 1; - - int firstIndex = _drawState.FirstIndex; - int indexCount = _drawState.IndexCount; - - bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount); - - if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0) - { - IndexType ibType = _state.State.IndexBufferState.Type; - ulong ibGpuVa = _state.State.IndexBufferState.Address.Pack(); - ulong vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount); - - size = Math.Min(vertexCount * (ulong)stride, vbSizeMax); - } - else - { - size = vbSizeMax; - } + size = endAddress.Pack() - address + 1; } else { diff --git a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs index 14735e3b..7ef102e2 100644 --- a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs +++ b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs @@ -33,11 +33,6 @@ namespace Ryujinx.Graphics.Gpu /// public static bool EnableMacroJit = true; - /// - /// Enables or disables vertex buffer size detection from the index buffer, for indexed draws. - /// - public static bool EnableIndexedVbSizeDetection = true; - /// /// Title id of the current running game. /// Used by the shader cache. diff --git a/Ryujinx/Configuration/ConfigurationState.cs b/Ryujinx/Configuration/ConfigurationState.cs index 5291ddc8..fe4ff774 100644 --- a/Ryujinx/Configuration/ConfigurationState.cs +++ b/Ryujinx/Configuration/ConfigurationState.cs @@ -269,7 +269,7 @@ namespace Ryujinx.Configuration /// Enable or disable keyboard support (Independent from controllers binding) /// public ReactiveObject EnableKeyboard { get; private set; } - + /// /// Enable or disable mouse support (Independent from controllers binding) ///