Ryujinx/src/Ryujinx.Graphics.Vulkan/PipelineDynamicState.cs
riperiperi ca59c3f499
Vulkan: Feedback loop detection and barriers (#7226)
* Vulkan: Feedback loop improvements

This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:

- Partial use of VK_EXT_attachment_feedback_loop_layout
  - All renderable textures have AttachmentFeedbackLoopBitExt
  - Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )

TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors

* Mark field readonly

* Add feedback loop dynamic state

* fix: add MoltenVK resolver workaround

fix: add MoltenVK resolver workaround

* Formatting

* Fix more complaints

* RADV dcc workaround

* Use dynamic state properly, cleanup.

* Use aspects flags in more places
2024-09-01 21:28:16 -03:00

203 lines
6.3 KiB
C#

using Ryujinx.Common.Memory;
using Silk.NET.Vulkan;
using Silk.NET.Vulkan.Extensions.EXT;
namespace Ryujinx.Graphics.Vulkan
{
struct PipelineDynamicState
{
private float _depthBiasSlopeFactor;
private float _depthBiasConstantFactor;
private float _depthBiasClamp;
public int ScissorsCount;
private Array16<Rect2D> _scissors;
private uint _backCompareMask;
private uint _backWriteMask;
private uint _backReference;
private uint _frontCompareMask;
private uint _frontWriteMask;
private uint _frontReference;
private Array4<float> _blendConstants;
private FeedbackLoopAspects _feedbackLoopAspects;
public uint ViewportsCount;
public Array16<Viewport> Viewports;
private enum DirtyFlags
{
None = 0,
Blend = 1 << 0,
DepthBias = 1 << 1,
Scissor = 1 << 2,
Stencil = 1 << 3,
Viewport = 1 << 4,
FeedbackLoop = 1 << 5,
All = Blend | DepthBias | Scissor | Stencil | Viewport | FeedbackLoop,
}
private DirtyFlags _dirty;
public void SetBlendConstants(float r, float g, float b, float a)
{
_blendConstants[0] = r;
_blendConstants[1] = g;
_blendConstants[2] = b;
_blendConstants[3] = a;
_dirty |= DirtyFlags.Blend;
}
public void SetDepthBias(float slopeFactor, float constantFactor, float clamp)
{
_depthBiasSlopeFactor = slopeFactor;
_depthBiasConstantFactor = constantFactor;
_depthBiasClamp = clamp;
_dirty |= DirtyFlags.DepthBias;
}
public void SetScissor(int index, Rect2D scissor)
{
_scissors[index] = scissor;
_dirty |= DirtyFlags.Scissor;
}
public void SetStencilMasks(
uint backCompareMask,
uint backWriteMask,
uint backReference,
uint frontCompareMask,
uint frontWriteMask,
uint frontReference)
{
_backCompareMask = backCompareMask;
_backWriteMask = backWriteMask;
_backReference = backReference;
_frontCompareMask = frontCompareMask;
_frontWriteMask = frontWriteMask;
_frontReference = frontReference;
_dirty |= DirtyFlags.Stencil;
}
public void SetViewport(int index, Viewport viewport)
{
Viewports[index] = viewport;
_dirty |= DirtyFlags.Viewport;
}
public void SetViewports(ref Array16<Viewport> viewports, uint viewportsCount)
{
Viewports = viewports;
ViewportsCount = viewportsCount;
if (ViewportsCount != 0)
{
_dirty |= DirtyFlags.Viewport;
}
}
public void SetFeedbackLoop(FeedbackLoopAspects aspects)
{
_feedbackLoopAspects = aspects;
_dirty |= DirtyFlags.FeedbackLoop;
}
public void ForceAllDirty()
{
_dirty = DirtyFlags.All;
}
public void ReplayIfDirty(VulkanRenderer gd, CommandBuffer commandBuffer)
{
Vk api = gd.Api;
if (_dirty.HasFlag(DirtyFlags.Blend))
{
RecordBlend(api, commandBuffer);
}
if (_dirty.HasFlag(DirtyFlags.DepthBias))
{
RecordDepthBias(api, commandBuffer);
}
if (_dirty.HasFlag(DirtyFlags.Scissor))
{
RecordScissor(api, commandBuffer);
}
if (_dirty.HasFlag(DirtyFlags.Stencil))
{
RecordStencilMasks(api, commandBuffer);
}
if (_dirty.HasFlag(DirtyFlags.Viewport))
{
RecordViewport(api, commandBuffer);
}
if (_dirty.HasFlag(DirtyFlags.FeedbackLoop) && gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
{
RecordFeedbackLoop(gd.DynamicFeedbackLoopApi, commandBuffer);
}
_dirty = DirtyFlags.None;
}
private void RecordBlend(Vk api, CommandBuffer commandBuffer)
{
api.CmdSetBlendConstants(commandBuffer, _blendConstants.AsSpan());
}
private readonly void RecordDepthBias(Vk api, CommandBuffer commandBuffer)
{
api.CmdSetDepthBias(commandBuffer, _depthBiasConstantFactor, _depthBiasClamp, _depthBiasSlopeFactor);
}
private void RecordScissor(Vk api, CommandBuffer commandBuffer)
{
if (ScissorsCount != 0)
{
api.CmdSetScissor(commandBuffer, 0, (uint)ScissorsCount, _scissors.AsSpan());
}
}
private readonly void RecordStencilMasks(Vk api, CommandBuffer commandBuffer)
{
api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.FaceBackBit, _backCompareMask);
api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.FaceBackBit, _backWriteMask);
api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.FaceBackBit, _backReference);
api.CmdSetStencilCompareMask(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontCompareMask);
api.CmdSetStencilWriteMask(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontWriteMask);
api.CmdSetStencilReference(commandBuffer, StencilFaceFlags.FaceFrontBit, _frontReference);
}
private void RecordViewport(Vk api, CommandBuffer commandBuffer)
{
if (ViewportsCount != 0)
{
api.CmdSetViewport(commandBuffer, 0, ViewportsCount, Viewports.AsSpan());
}
}
private readonly void RecordFeedbackLoop(ExtAttachmentFeedbackLoopDynamicState api, CommandBuffer commandBuffer)
{
ImageAspectFlags aspects = (_feedbackLoopAspects & FeedbackLoopAspects.Color) != 0 ? ImageAspectFlags.ColorBit : 0;
if ((_feedbackLoopAspects & FeedbackLoopAspects.Depth) != 0)
{
aspects |= ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit;
}
api.CmdSetAttachmentFeedbackLoopEnable(commandBuffer, aspects);
}
}
}