* Add support for bindless textures from shader input (vertex buffer)
* Shader cache version bump
* Format whitespace
* Remove cache entries on pool removal, disable for OpenGL
* PR feedback
* rebase
* add methods Ryyjinx.Common EmbeddedResources and SteamUtils
* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool
* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Remove now-unused SpanOrArray<T>
* post-rebase cleanup
* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast
* use ByteMemoryPool.Rent() in GetWritableRegion() impls
* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``
* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
* Add support for large sampler arrays on Vulkan
* Shader cache version bump
* Format whitespace
* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout
* Handle array textures with different types on the same buffer
* Somewhat better caching system
* Avoid useless buffer data modification checks
* Move redundant bindings update checking to the backend
* Fix an issue where texture arrays would get the same bindings across stages on Vulkan
* Backport some fixes from part 2
* Fix typo
* PR feedback
* Format whitespace
* Add some missing XML docs
* Move some init logic out of PrintGpuInformation, then delete it
* Disable push descriptors for Intel ARC on Windows
* Re-add PrintGpuInformation just to show it in the log
AMD GPUs (possibly just RDNA 3) could hang with the previous value
until the MaxQueryRetries was hit.
Fix#6056
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Disables push descriptors on older NVIDIA GPUs (10xx and below), since it is clearly broken beyond comprehension. The existing workaround wasn't good enough and a more thorough one will probably cost more performance than the feature gains. The workaround has been removed.
Fixes#6331.
If more than 16 barriers were queued at one time, the _queuedBarrierCount would no longer match the number of remaining barriers, because when breaking out of the loop consuming them it deleted all barriers, not just the 16 that were consumed.
Should fix freezes that started occurring with #6240. Fixes issue #6338.
* WIP barrier batch
* Add store op to image usage barrier
* Dispose the barrier batch
* Fix encoding?
* Handle read and write on the load op barrier.
Load op consumes read accesses but does not add one, as the only other operation that can read is another load.
* Simplify null check
* Insert barriers on program change in case stale bindings are reintroduced
* Not sure how I messed this one up
* Improve location of bindings barrier update
This is also important for emergency deferred clear
* Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs
Co-authored-by: Mary Guillemard <thog@protonmail.com>
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Co-authored-by: Mary Guillemard <thog@protonmail.com>
* Fix Push Descriptors
* Use push descriptor templates
* Use reserved bindings
* Formatting
* Disable when using MVK
("my heart will go on" starts playing as thousands of mac users shed a tear in unison)
* Introduce limit on push descriptor binding number
The bitmask used for updating push descriptors is ulong, so only 64 bindings can be tracked for now.
* Address feedback
* Fix logic for binding rejection
Should only offset limit when reserved bindings are less than the requested one.
* Workaround pascal and older nv bug
* Add GPU number detection for nvidia
* Only do workaround if it's valid to do so.
* Vulkan: Add Render Pass / Framebuffer Cache
Cache is owned by each texture view.
- Window's way of getting framebuffer cache for swapchain images is really messy - it creates a TextureView out of just a vk image view, with invalid info and no storage.
* Clear up limited use of alternate TextureView constructor
* Formatting and messages
* More formatting and messages
I apologize for `_colorsCanonical[index]?.Storage?.InsertReadToWriteBarrier`, the compiler made me do it
* Self review, change GetFramebuffer to GetPassAndFramebuffer
* Avoid allocations on Remove for HashTableSlim
* Member can be readonly
* Generate texture create info for swapchain images
* Improve hashcode
* Remove format, samples, size and isDepthStencil when possible
Tested in a number of games, seems fine.
* Removed load op barriers
These can be introduced later.
* Reintroduce UpdateModifications
Technically meant to be replaced by load op stuff.
* Allow skipping draws with broken pipeline variants on Vulkan
* Move IsLinked check to CreatePipeline
* Restore throw on error behaviour for background compile
* Can't remove SetAlphaTest pragmas yet
* Double new line
* Replace vendor id lookup with driver name
* Create separate field for driver name, handle OpenGL
* Document changes in VulkanPhysicalDevice.cs
* Always display driver over vendor
* Replace Vulkan 1.2 requirement with VK_KHR_driver_properties
* Remove empty line
* Remove redundant unsafe block
* Apply suggestions from code review
---------
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Vulkan: Use staging buffer for temporary constants
Helper shaders and post processing effects typically need some parameters to tell them what to do, which we pass via constant buffers that are created and destroyed each time.
This can vary in cost between different Vulkan drivers. It shows up on profiles on mesa and MoltenVK, so it's worth avoiding. Some games only do it once (BlitColor for present), others multiple times. It's also done for post processing filters and FSR upscaling, which creates two buffers.
For mirrors, I added the ability to reserve a range on the staging buffer for use as any type of binding. This PR allows these constant buffers to be instead temporarily allocated on the staging buffer, skipping allocation and buffer management costs entirely.
Two temporary allocations do remain:
- DrawTexture, because it doesn't have access to the command buffer scope
- Index buffer indirect conversion, because one of them is a storage buffer and thus is a little more complicated.
There's a small cost in that the uniform buffer takes up more space due to alignment requirements. At worst that's 256 bytes (on a GTX 1070) but more modern GPUs should have a better time.
Worth testing across different games and post effects to make sure they still work.
* Use temporary buffer for ConvertIndexBufferIndirect
* Simplify alignment passing for now
* Fix shader params length for CopyIncompatibleFormats
* Set data for helpershaders without overlap checks
The data is in the staging buffer, so its usage range is guarded using that.
Turns out that ElementAt for Queue<T> runs the default implementation as it doesn't implement IList, which enumerates elements of the queue up to the given index. This code was creating `count` enumerators and iterating way more queue items than it needed to at higher counts. The solution is just to use one enumerator and break out of the loop when we get the count that we need.
3.5% of backend time was being spent _just_ enumerating at the usual spot in SMO.
This prevents a small allocation each time this method is called. This is a top 3 SOH allocation during gameplay in most games, and eliminating it is pretty free.
* Pass MultiRange to BufferManager
* Implement support for multi-range buffers using Vulkan sparse mappings
* Use multi-range for remaining buffers, delete old methods
* Assume that more buffers are contiguous
* Dispose multi-range buffers after they are removed from the list
* Properly init BufferBounds for constant and storage buffers
* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback
* Fix misaligned sparse buffer offsets
* Null check can be simplified
* PR feedback
* Change TargetFramework to net8.0
* Disable info messages
* Fix warings
* Disable additional analyzer messages
* Fix typo
* Add whitespace
* Fix ref vs in warnings
* Use explicit [In] on array parameters
* No need to guard Remove with Contains
* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance
* Bump .NET SDK version
* Enable JsonSerializerIsReflectionEnabledByDefault
* Use 8.0.100 GA release
* Bump System package versions
---------
Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
* GPU: Add fallback when textureGatherOffsets is not supported.
This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues.
MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist.
Some other fixes:
- textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used.
- Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision.
- textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually.
* Increment shader cache version, remove unused arg
* Use base texture size for gather coord offset.
Implicit LOD for gather is not supported.
* Use 4 texture gathers for offsets emulation
Avoids issues with interpolation at cost of performance
(not sure how bad this is)
* Address Feedback
* Reduce the amount of descriptor pool allocations on Vulkan
* Formatting
* Slice can be simplified
* Make GetDescriptorPoolSizes static
* Adjust CanFit calculation so that TryAllocateDescriptorSets never fails
* Remove unused field
* Replace image barriers inside render pass with more generic memory barrier
* Remove forceStorage since it was creating images with storage bit for formats that are not StorageImage compatible
* Add missing flags on subpass dependency
* Don't call vkCmdSetScissor with a scissor count of 0
* One semaphore per swapchain image
* Remove compute stage from read to write barriers
* Try to improve Pipeline.Barrier nonsense
* Set PipelineStateFlags based on supported stages
Just some simple changes to the buffer conversion shaders. (stride conversion, D32S8 to D24S8)
The first change is using a device local buffer for converted vertex buffers, since they're only read/written on the GPU. These paths don't trigger on NVIDIA, but if you force them to use it demonstrates the full extent writing to host owned memory from compute absolutely destroys them. AMD GPUs are less heavily affected by this issue, but since the game in question was writing 230MB from compute, I imagine it should have some effect.
The second change is allowing the buffer conversion shaders to scale their work group count. While dividing the work between 32 invocations works OK for M1 macs, it's not so great for anything with more cores like AMD GPUs, which should be able to do a lot more parallel copies. Now, it scales by roughly 100 elements per invocation.
Some stride change cases could be improved further by either limiting vertex buffer size somehow (reading the index buffer could help, but is always risky) or only updating regions that changed, rather than invalidating the whole thing.
* Implement vertex and geometry shader conversion to compute
* Call InitializeReservedCounts for compute too
* PR feedback
* Set clip distance mask for geometry and tessellation shaders too
* Transform feedback emulation only for vertex
* Move shuffle handling out of the backend to a transform pass
* Handle subgroup sizes higher than 32
* Stop using the subgroup size control extension
* Make GenerateShuffleFunction static
* Shader cache version bump
* Vulkan: Periodically free regions of the staging buffer
There was an edge case where a game could submit tens of thousands of small copies over the course of over half a minute to unique fences. This could result in a large stutter when the staging buffer became full and it tried to check and free thousands of completed fences.
This became visible with some games and mirrors on Windows, as they don't submit any buffer data via the staging buffer, but may submit copies of the support buffer.
This change makes the Vulkan backend check for staging buffer completion on each command buffer submit, so it can't get backed up with 1000s of copies to check.
* Add comment
* Initial implementation of buffer mirrors
Generally slower right now, goal is to reduce render passes in games that do inline updates
Fix support buffer mirrors
Reintroduce vertex buffer mirror
Add storage buffer support
Optimisation part 1
More optimisation
Avoid useless data copies.
Remove unused cbIndex stuff
Properly set write flag for storage buffers.
Fix minor issues
Not sure why this was here.
Fix BufferRangeList
Fix some big issues
Align storage buffers rather than getting full buffer as a range
Improves mirrorability of read-only storage buffers
Increase staging buffer size, as it now contains mirrors
Fix some issues with buffers not updating
Fix buffer SetDataUnchecked offset for one of the paths when using mirrors
Fix buffer mirrors interaction with buffer textures
Fix mirror rebinding
Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass
Fix mirrors rebase
Fix rebase 2023
* Fix crash when using stale vertex buffer
Similar to `Get` with a size that's too large, just treat it as a clamp.
* Explicitly set support buffer as mirrorable
* Address feedback
* Remove unused fragment of MVK workaround
* Replace logging for staging buffer OOM
* Address format issues
* Address more format issues
* Mini cleanup
* Address more things
* Rename BufferRangeList
* Support bounding range for ClearMirrors and UploadPendingData
* Add maximum size for vertex buffer mirrors
* Enable index buffer mirrors
Enabled on all platforms for the IbStreamer.
* Feedback
* Remove mystery BufferCache change
Probably macos related?
* Fix mirrors not creating when staging buffer is empty.
* Change log level to debug