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118 commits

Author SHA1 Message Date
gdkchan
b8d992e5a7
Allow skipping draws with broken pipeline variants on Vulkan (#5807)
* 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
2024-01-26 13:58:57 -03:00
Elijah
d7ec4308b4
Use driver name instead of vendor name in the status bar for Vulkan. (#6146)
* 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>
2024-01-26 01:07:20 +01:00
riperiperi
795539bc82
Vulkan: Use staging buffer for temporary constants (#6168)
* 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.
2024-01-25 19:29:53 +01:00
riperiperi
6575952432
Vulkan: Enumerate Query Pool properly (#6167)
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.
2024-01-24 19:33:52 -03:00
riperiperi
331c07807f
Vulkan: Use templates for descriptor updates (#6014)
* WIP: Descriptor template update

* Make configurable

* Wording

* Simplify template creation

* Whitespace

* UTF-8 whatever

* Leave only templated path, better template updater
2024-01-20 11:07:33 -03:00
riperiperi
bebd8eb822
Vulkan: Cache delegate for EndRenderPass (#6132)
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.
2024-01-16 13:22:20 +01:00
gdkchan
1df6c07f78
Implement support for multi-range buffers using Vulkan sparse mappings (#5427)
* 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
2023-12-04 20:30:19 +01:00
TSRBerry
2989c163a8
editorconfig: Set default encoding to UTF-8 (#5793)
* editorconfig: Add default charset

* Change file encoding from UTF-8-BOM to UTF-8
2023-12-04 14:17:13 +01:00
Zoltan Csizmadia
29e192f241
Migrate to .NET 8 (#5887)
* 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>
2023-11-15 17:41:31 +01:00
gdkchan
841dd56f4c
Implement copy dependency for depth and color textures (#4365)
* Implement copy dependency for depth and color textures

* Revert changes added because R32 <-> D32 copies were illegal

* Restore depth alias matches
2023-10-31 19:00:39 -03:00
riperiperi
76b53e018a
GPU: Add fallback when textureGatherOffsets is not supported (#5792)
* 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
2023-10-20 15:05:09 +02:00
sunshineinabox
e768a54f17
Replace ReaderWriterLock with ReaderWriterLockSlim (#5785)
* Replace ReaderWriterLock with ReaderWriterLockSlim

* Resolve Feedback + Correct typo

* Revert some unncessary logic
2023-10-12 18:11:15 +02:00
gdkchan
4744bde0e5
Reduce the amount of descriptor pool allocations on Vulkan (#5673)
* 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
2023-09-26 02:00:02 +02:00
gdkchan
4a835bb2b9
Make Vulkan memory allocator actually thread safe (#5575)
* Make Vulkan memory allocator actually thread safe

* Make free thread safe too

* PR feedback
2023-09-26 01:50:06 +02:00
Isaac Marovitz
d9f9bbfaa6
Vulkan: Fix barriers on macOS (#5700)
* Use old method on macOS

* gdk suggestions

* Update src/Ryujinx.Graphics.Vulkan/TextureStorage.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Update src/Ryujinx.Graphics.Vulkan/TextureStorage.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-09-23 19:32:36 -03:00
gdkchan
7ccff037e8
Fix some Vulkan validation errors (mostly related to barriers) (#5603)
* 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
2023-09-14 19:58:11 +02:00
gdkchan
ddb6493896
Delete ResourceAccess (#5626)
* Delete ResourceAccess

* Set write flag for vertex/geometry as compute output buffers
2023-09-05 22:59:21 +02:00
riperiperi
93cd327873
Vulkan: Device Local and higher invocation count for buffer conversions (#5623)
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.
2023-09-02 17:58:15 -03:00
gdkchan
f09bba82b9
Geometry shader emulation for macOS (#5551)
* 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
2023-08-29 21:10:34 -03:00
gdkchan
153b8bfc7c
Implement support for masked stencil clears on Vulkan (#5589)
* Implement support for masked stencil clears on Vulkan

* PR feedback
2023-08-18 05:25:54 +00:00
gdkchan
6ed613a6e6
Fix vote and shuffle shader instructions on AMD GPUs (#5540)
* 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
2023-08-16 21:31:07 -03:00
riperiperi
0c445184c1
Vulkan: Periodically free regions of the staging buffer (#5572)
* 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
2023-08-16 23:06:46 +02:00
gdkchan
effd546331
Implement scaled vertex format emulation (#5564)
* Implement scaled vertex format emulation

* Auto-format (whitespace)

* Delete ToVec4Type
2023-08-16 08:30:33 -03:00
riperiperi
492a046335
Vulkan: Buffer Mirrors for MacOS performance (#4899)
* 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
2023-08-14 14:18:47 -03:00
gdkchan
550fd4a733
Simplify resolution scale updates (#5541) 2023-08-14 13:57:39 -03:00
Marco Carvalho
8edfb2bc7b
"static readonly" constants should be "const" instead (#5560)
* "static readonly" constants should be "const" instead

* change fields to PascalCase
2023-08-13 19:07:57 -03:00
jcm
773e239db7
Implement color space passthrough option (#5531)
Co-authored-by: jcm <butt@butts.com>
2023-08-07 18:54:05 +01:00
sunshineinabox
5a0aa074b6
Enable VK_EXT_4444_formats (#5525) 2023-08-03 17:46:23 -03:00
TSRBerry
eb528ae0f0
Add workflow to automatically check code style issues for PRs (#4670)
* Add workflow to perform automated checks for PRs

* Downgrade Microsoft.CodeAnalysis to 4.4.0

This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800

* Adjust editorconfig to be more compatible with Ryujinx code-style

* Adjust .editorconfig line endings to match .gitattributes

* Disable 'prefer switch expression' rule

* Remove naming styles

These are the default rules, so we don't need to override them.

* Silence IDE0060 in .editorconfig

* Slightly adjust .editorconfig

* Add lost workflow changes

* Move .editorconfig comment to the top

* .editorconfig: private static readonly fields should be _lowerCamelCase

* .editorconfig: Remove alignment for declarations as well

* editorconfig: Add rule for local constants

* Disable CA1822 for HLE services

* Disable CA1822 for ViewModels

Bindings won't work with static members, but this issue is silently ignored.

* Run dotnet format for the whole solution

* Check result code of SDL_GetDisplayBounds

* Fix dotnet format style issues

* Add missing trailing commas

* Update Microsoft.CodeAnalysis.CSharp to 4.6.0

Skipping 4.5.0 since it breaks dotnet format

* Restore old default naming rules for dotnet format

* Add naming rule exception for CPU tests

* checks: Include all files before excluding paths

* Fix dotnet format issues

* Check dotnet format version

* checks: Run dotnet format with severity info again

* checks: Disable naming style rules until they won't crash the process anymore

* Remove unread private member

* checks: Attempt to run analyzers 3 times before giving up

* checks: Enable naming style rules again with the new retry logic
2023-07-24 18:35:04 +02:00
gdkchan
c5d9e67cb2
Fix some Vulkan validation errors (#5452)
* Fix some validation errors and silence the annoying pipeline barrier error

* Remove bogus decref/incref on index buffer state

* Make unsafe blit opt-in rather than opt-out

* Remove Vulkan debugger messages blacklist

* Adjust GetImageUsage to not set the storage bit for multisample textures if not supported
2023-07-14 09:08:52 +02:00
ealekseychik
ac2444f908
Move ShaderBinaries into individual .spv files (#5280)
* Move ShaderBinaries into individual spv files

* Rename binaries directory, remove variables and add helper method instead

* Update .csproj file

* Move ShaderBinaries into individual spv files

* Rename binaries directory, remove variables and add helper method instead

* Split shader binaries into folders, use string.Join to create filepath

* Move files back to general binaries folder

* Remove ShaderSource suffix from file names

---------

Co-authored-by: Egor Alekseychik <e.alekseychik@syberry.com>
Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
2023-07-11 14:41:18 -03:00
gdkchan
9c6071a645
Move support buffer update out of the backends (#5411)
* Move support buffer update out of the backends

* Fix render scale init and remove redundant state from SupportBufferUpdater

* Stop passing texture scale to the backends

* XML docs for SupportBufferUpdater
2023-07-11 14:07:41 -03:00
gleng
fa32ef9275
MacOS: Allow barriers inside a render pass for non-Apple GPUs and don't treat as TBDR (#5440)
* MoltenVK: Allow barriers inside a render pass on non-Apple GPUs

* Don't treat all non-Apple GPUs using MoltenVK as TBDR
2023-07-11 03:10:23 +02:00
gleng
7805d27e67
MacOS: Fix rendering on AMD GPUs (#5446)
* MacOS: Fix rendering on AMD GPUs

* Only disable MultiViewPort on MoltenVK for AMD GPUs
2023-07-11 03:00:19 +02:00
TSRBerry
801b71a128
[Ryujinx.Graphics.Vulkan] Address dotnet-format issues (#5378)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0059 warnings

* Address dotnet format CA1816 warnings

* Fix new dotnet-format issues after rebase

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Another rebase, another dotnet format run

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Run dotnet format after rebase

* Address IDE0251 warnings

* Address a few disabled IDE0060 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Fix naming rule violations

* Remove redundant code

* Rename generics

* Address review feedback

* Remove SetOrigin
2023-07-01 12:31:42 +02:00
TSRBerry
fbaf62c230
Apply new naming rule to all projects except Vp9 (#5407) 2023-06-28 01:18:19 +02:00
Marco Carvalho
7608cb37ab
"Exists" method should be used instead of the "Any" extension (#5345) 2023-06-23 01:37:25 +02:00
Marco Carvalho
32d21ddf17
Inheritance list should not be redundant (#5230) 2023-06-15 03:54:27 +00:00
Marco Carvalho
82f90704a0
Blocks should be synchronized on read-only fields (#5212)
* Blocks should be synchronized on read-only fields

* more readonlys

* fix alignment

* more

* Update ISelfController.cs

* simplify new

* simplify new
2023-06-15 00:34:55 +00:00
gdkchan
eb0bb36bbf
Implement transform feedback emulation for hardware without native support (#5080)
* Implement transform feedback emulation for hardware without native support

* Stop doing some useless buffer updates and account for non-zero base instance

* Reduce redundant updates even more

* Update descriptor init logic to account for ResourceLayout

* Fix transform feedback and storage buffers not being updated in some cases

* Shader cache version bump

* PR feedback

* SetInstancedDrawVertexCount must be always called after UpdateState

* Minor typo
2023-06-10 18:31:38 -03:00
Marco Carvalho
86de288142
Removing shift by 0 (#5249)
* Integral numbers should not be shifted by zero or more than their number of bits-1

* more
2023-06-09 11:23:44 +02:00
riperiperi
0003a7c118
Vulkan: Use aspect flags for identity views for bindings (#5267) 2023-06-08 20:23:36 -03:00
gdkchan
2cdcfe46d8
Remove barrier on Intel if control flow is potentially divergent (#5044)
* Remove barrier on Intel if control flow is potentially divergent

* Shader cache version bump
2023-06-08 17:43:16 -03:00
gdkchan
fe30c03cac
Implement soft float64 conversion on shaders when host has no support (#5159)
* Implement soft float64 conversion on shaders when host has no support

* Shader cache version bump

* Fix rebase error
2023-06-08 17:09:14 -03:00
gdkchan
21c9ac6240
Implement shader storage buffer operations using new Load/Store instructions (#4993)
* Implement storage buffer operations using new Load/Store instruction

* Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments

* Remove now unused code

* Catch more complex cases of global memory usage

* Shader cache version bump

* Extend global access elimination to work with more shared memory cases

* Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers

* Tweak preferencing to catch more cases

* Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel)

* Fix storage buffer bindings

* Simplify some code

* Shader cache version bump

* Fix typo

* Extend global memory elimination to handle shared memory with multiple possible offsets and local memory
2023-06-03 20:12:18 -03:00
gdkchan
8a352df3c6
Allow BGRA images on Vulkan (#5203) 2023-06-03 03:43:00 +00:00
riperiperi
4741a05df9
Vulkan: Include DepthMode in ProgramPipelineState (#5185) 2023-06-01 09:05:39 +02:00
gdkchan
232237bf28
Skip draws with zero vertex count (#5149) 2023-05-31 17:51:11 -03:00
gdkchan
832a5e8852
Make sure blend is disabled if render target has integer format (#5122)
* Make sure blend is disabled if render target has integer format

* Change approach to avoid permanently mutating state
2023-05-29 00:38:04 +02:00
gdkchan
96d1f0da2d
Workaround for MoltenVK barrier issues (#5118) 2023-05-29 00:24:35 +02:00
gdkchan
597388ecda
Fix incorrect vertex attribute format change (#5112)
* Fix incorrect vertex attribute format change

* Only change vertex format if the host supports the new format
2023-05-29 00:17:07 +02:00
cstamford
dc0dbc50ab
Add support for VK_EXT_depth_clip_control. (#5027)
* Add support for VK_EXT_depth_clip_control.

* Code review feedback

Minor formatting

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Check .DepthClipControl to make sure the host actually supports the feature.

* Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation.

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2023-05-28 23:31:56 +02:00
gdkchan
2c9715acf6
Truncate vertex attribute format if it exceeds stride on MoltenVK (#5094)
* Truncate vertex attribute format if it exceeds stride on MoltenVK

* Fix BGR format

* Move vertex attribute check to pipeline creation to avoid costs

* No need for this to be public
2023-05-25 17:03:51 -03:00
gdkchan
4ca78eded5
Vulkan: Do not set storage flag for multisample textures if not supported (#5060) 2023-05-23 10:41:37 +02:00
jhorv
ac66643346
Fix crash in SettingsViewModel when Vulkan isn't available (#4985)
* fix crash when Vulkan isn't available

* add VulkanRenderer.GetPhysicalDevices() overload that provides its own Vk API object and logs on failure

* adjustments per AcK77
2023-05-21 21:39:06 +02:00
gdkchan
5626f2ca1c
Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)
* Introduce ResourceLayout

* Part 1: Use new ResourceSegments array on UpdateAndBind

* Part 2: Use ResourceLayout to build PipelineLayout

* Delete old code

* XML docs

* Fix shader cache load NRE

* Fix typo
2023-05-21 14:04:21 -03:00
gdkchan
fb27042e01
Limit compute storage buffer size (#5028) 2023-05-20 16:15:07 +00:00
gdkchan
f864a49014
Fix Vulkan blit-like operations swizzle (#5003) 2023-05-18 18:16:03 -03:00
riperiperi
17ba217940
Vulkan: Device map buffers written more than flushed (#4911) 2023-05-13 15:15:05 +02:00
riperiperi
5fda543f84
Vulkan: Partially workaround MoltenVK InvalidResource error (#4880)
* Add MVK stage flags workaround

* Actually do the workaround

* Remove GS on VS stuff

* Address feedback
2023-05-11 22:06:15 -03:00
Aaron O'Mullan
a7c6e6a8cf
fix(mvk): resumeLostDevice (#4800)
Command buffer errors currently trigger an exception "DeviceLost" crashing the process.

Looking at [MKV's code](53a4eb26f2/MoltenVK/MoltenVK/GPUObjects/MVKQueue.mm (L392-L408)) we observe that:
- It hard fails if error is:
  ```
   MTLCommandBufferErrorBlacklisted || MTLCommandBufferErrorNotPermitted || MTLCommandBufferErrorDeviceRemoved
   ```
- Otherwise fails conditionally if `config.resumeLostDevice == false` (current default)

For Ryujinx's use-case it's more graceful to resume on those errors rather than crashing the app, the error isn't totally silenced since `mvk` still logs it

Fixes #4704, #4575
2023-05-10 03:31:52 +02:00
Mary
a8950d6ac4
vulkan: Pass Vk instance to VulkanRenderer (#4859)
This will allow possible multiple driver selection without any need of
LD preload. (useful when testing custom version of mesa for example)
2023-05-08 13:05:37 +02:00
Mary
162798b026
vulkan: Avoid hardcoding features in CreateDevice (#4858)
Those shouldn't have been hardcoded.
2023-05-08 10:48:16 +00:00
riperiperi
1b28ecd63e
Vulkan: Simplify MultiFenceHolder and managing them (#4845)
* Vulkan: Simplify waitable add/remove

Removal of unnecessary hashset and dictionary

* Thread safety for GetBufferData in PersistentFlushBuffer

* Fix WaitForFencesImpl thread safety

* Proper methods for risky reference increments

* Wrong type of CB.

* Address feedback
2023-05-08 12:45:12 +02:00
riperiperi
895d9b53bc
Vulkan: Batch vertex buffer updates (#4843)
* Vulkan: Batch vertex buffer updates

Some games can bind a large number of vertex buffers for draws. This PR allows for vertex buffers to be updated with one call rather than one per buffer.

This mostly affects the AMD Mesa driver, the testing platform was Steam Deck with Super Mario Odyssey. It was taking about 12% before, should be greatly reduced now.

A small optimization has been added to avoid looking up the same buffer multiple times, as a common pattern is for the same buffer to be bound many times in a row with different ranges.

* Only rebind vertex buffers if they have changed

* Address feedback
2023-05-08 10:59:26 +02:00
riperiperi
7c327fecb3
Vulkan: Record modifications after changing the framebuffer (#4775)
Our Vulkan backend inserts image barriers when a texture is sampled after it is rendered. This is done via a "modification flag" which is set when a render target is unbound (presuming that a texture has finished drawing to it).

Imagine the following scenario:
- Game sets render target to texture A
- Game renders to texture A
- (render pass ends)
- Game binds texture A to a sampler
- Game sets render target to texture B
- Renders to texture B using texture A (barrier required)

Because of the previous behaviour, the check to add a barrier for sampling a texture actually happens before it is registered as modified, meaning no barrier was added at all. This isn't always the case, but it was definitely causing issues in Xenoblade 2.

This doesn't fix any more complicated issues where a texture is repeatedly sampled while it is currently being rendered.

Fixes visual glitches at lower resolutions in Xenoblade 2. May fix other cases.
2023-05-03 10:42:21 +02:00
riperiperi
e18d258fa0
GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush

Improve performance of TextureView GetData to buffer

Fix copy/sync ordering

Fix minor bug

Make this actually work

WIP host mapping stuff

* Fix usage flags

* message

* Cleanup 1

* Fix rebase

* Fix

* Improve pre-flush rules

* Fix pre-flush

* A lot of cleanup

* Use the host memory bits

* Select the correct memory type

* Cleanup TextureGroupHandle

* Missing comment

* Remove debugging logs

* Revert BufferHandle _value access modifier

* One interrupt action at a time.

* Support D32S8 to D24S8 conversion, safeguards

* Interrupt cannot happen in sync handle's lock

Waitable needs to be checked twice now, but this should stop it from deadlocking.

* Remove unused using

* Address some feedback

* Address feedback

* Address more feedback

* Address more feedback

* Improve sync rules

Should allow for faster sync in some cases.
2023-05-01 16:05:12 -03:00
TSR Berry
cee7121058 Move solution and projects to src 2023-04-27 23:51:14 +02:00