0
0
Fork 0
This repository has been archived on 2024-10-12. You can view files and clone it, but cannot push or open issues or pull requests.
ryujinx-final/Ryujinx.Graphics.GAL/IRenderer.cs

66 lines
1.7 KiB
C#
Raw Normal View History

using Ryujinx.Common.Configuration;
2019-12-31 22:09:49 +00:00
using System;
2019-10-13 06:02:07 +00:00
namespace Ryujinx.Graphics.GAL
{
2019-12-31 22:09:49 +00:00
public interface IRenderer : IDisposable
2019-10-13 06:02:07 +00:00
{
event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
bool PreferThreading { get; }
IPipeline Pipeline { get; }
2019-10-13 06:02:07 +00:00
IWindow Window { get; }
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
void BackgroundContextAction(Action action, bool alwaysBackground = false);
Memory Read/Write Tracking using Region Handles (#1272) * WIP Range Tracking - Texture invalidation seems to have large problems - Buffer/Pool invalidation may have problems - Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution. - Native project is in the messiest possible location. - [HACK] JIT memory access always uses native "fast" path - [HACK] Trying some things with texture invalidation and views. It works :) Still a few hacks, messy things, slow things More work in progress stuff (also move to memory project) Quite a bit faster now. - Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former. - The Virtual range list is now non-overlapping like the physical one. - Fixed some bugs where regions could leak. - Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road) Move some stuff. I think we'll eventually just put the dll and so for this in a nuget package. Fix rebase. [WIP] MultiRegionHandle variable size ranges - Avoid reprotecting regions that change often (needs some tweaking) - There's still a bug in buffers, somehow. - Might want different api for minimum granularity Fix rebase issue Commit everything needed for software only tracking. Remove native components. Remove more native stuff. Cleanup Use a separate window for the background context, update opentk. (fixes linux) Some experimental changes Should get things working up to scratch - still need to try some things with flush/modification and res scale. Include address with the region action. Initial work to make range tracking work Still a ton of bugs Fix some issues with the new stuff. * Fix texture flush instability There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it) * Find the destination texture for Buffer->Texture full copy Greatly improves performance for nvdec videos (with range tracking) * Further improve texture tracking * Disable Memory Tracking for view parents This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice) The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future. * Introduce some tracking tests. WIP * Complete base tests. * Add more tests for multiregion, fix existing test. * Cleanup Part 1 * Remove unnecessary code from memory tracking * Fix some inconsistencies with 3D texture rule. * Add dispose tests. * Use a background thread for the background context. Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster. Also nerf the multithreading test a bit. * Copy to texture with matching alignment This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size. * Track reads for buffer copies. Synchronize new buffers before copying overlaps. * Remove old texture flushing mechanisms. Range tracking all the way, baby. * Wake the background thread when disposing. Avoids a deadlock when games are closed. * Address Feedback 1 * Separate TextureCopy instance for background thread Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread. * Add missing XML docs. * Address Feedback * Maybe I should start drinking coffee. * Some more feedback. * Remove flush warning, Refocus window after making background context
2020-10-16 20:18:35 +00:00
BufferHandle CreateBuffer(int size, BufferHandle storageHint);
BufferHandle CreateBuffer(int size)
{
return CreateBuffer(size, BufferHandle.Null);
}
2019-10-13 06:02:07 +00:00
New shader cache implementation (#3194) * New shader cache implementation * Remove some debug code * Take transform feedback varying count into account * Create shader cache directory if it does not exist + fragment output map related fixes * Remove debug code * Only check texture descriptors if the constant buffer is bound * Also check CPU VA on GetSpanMapped * Remove more unused code and move cache related code * XML docs + remove more unused methods * Better codegen for TransformFeedbackDescriptor.AsSpan * Support migration from old cache format, remove more unused code Shader cache rebuild now also rewrites the shared toc and data files * Fix migration error with BRX shaders * Add a limit to the async translation queue Avoid async translation threads not being able to keep up and the queue growing very large * Re-create specialization state on recompile This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access * Make shader cache more error resilient * Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc * Address early PR feedback * Fix rebase * Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly * Handle some missing exceptions * Make shader cache purge delete both old and new shader caches * Register textures on new specialization state * Translate and compile shaders in forward order (eliminates diffs due to different binding numbers) * Limit in-flight shader compilation to the maximum number of compilation threads * Replace ParallelDiskCacheLoader state changed event with a callback function * Better handling for invalid constant buffer 1 data length * Do not create the old cache directory structure if the old cache does not exist * Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented) * Replace rectangle texture with just coordinate normalization * Skip incompatible shaders that are missing texture information, instead of crashing This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable * Fix coordinates normalization on cubemap textures * Check if title ID is null before combining shader cache path * More robust constant buffer address validation on spec state * More robust constant buffer address validation on spec state (2) * Regenerate shader cache with one stream, rather than one per shader. * Only create shader cache directory during initialization * Logging improvements * Proper shader program disposal * PR feedback, and add a comment on serialized structs * XML docs for RegisterTexture Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2022-04-10 13:49:44 +00:00
IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info);
2019-10-13 06:02:07 +00:00
ISampler CreateSampler(SamplerCreateInfo info);
ITexture CreateTexture(TextureCreateInfo info, float scale);
2019-10-13 06:02:07 +00:00
Vulkan: Don't flush commands when creating most sync (#4087) * Vulkan: Don't flush commands when creating most sync When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute. Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool. This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on. Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading. OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there. Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here) * Add strict argument This is technically a separate concern from whether the sync is a host syncpoint. * Remove _interrupted variable * Actually wait for the invoke This is required by AMD GPUs, and also may have caused some issues on other GPUs. * Remove unused using. * I don't know why it added these ones. * Address Feedback * Fix typo
2022-12-29 14:39:04 +00:00
void CreateSync(ulong id, bool strict);
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790) * Initial implementation of buffer flush (VERY WIP) * Host shaders need to be rebuilt for the SSBO write flag. * New approach with reserved regions and gl sync * Fix a ton of buffer issues. * Remove unused buffer unmapped behaviour * Revert "Remove unused buffer unmapped behaviour" This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece. * Delete modified ranges on unmap Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap. * Cache some more delegates. * Dispose Sync on Close * Also create host sync for GPFifo syncpoint increment. * Copy buffer optimization, add docs * Fix race condition with OpenGL Sync * Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle * Performance: Only flush individual pages of SSBO at a time This avoids flushing large amounts of data when only a small amount is actually used. * Signal Modified rather than flushing after clear * Fix some docs and code style. * Introduce a new test for tracking memory protection. Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master) * Address Comments * Add host sync for SetReference This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise. * Make PageAlign static * Re-enable read tracking, for reads.
2021-01-17 20:08:06 +00:00
void DeleteBuffer(BufferHandle buffer);
PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size);
2019-10-13 06:02:07 +00:00
Capabilities GetCapabilities();
ulong GetCurrentSync();
Vulkan backend (#2518) * WIP Vulkan implementation * No need to initialize attributes on the SPIR-V backend anymore * Allow multithreading shaderc and vkCreateShaderModule You'll only really see the benefit here with threaded-gal or parallel shader cache compile. Fix shaderc multithreaded changes Thread safety for shaderc Options constructor Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes. * Support multiple levels/layers for blit. Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now. * TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use * New depth-stencil blit method for AMD * Workaround for AMD driver bug * Fix some tessellation related issues (still doesn't work?) * Submit command buffer before Texture GetData. (UE4 fix) * DrawTexture support * Fix BGRA on OpenGL backend * Fix rebase build break * Support format aliasing on SetImage * Fix uniform buffers being lost when bindings are out of order * Fix storage buffers being lost when bindings are out of order (also avoid allocations when changing bindings) * Use current command buffer for unscaled copy (perf) Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies. * Update to .net6 * Update Silk.NET to version 2.10.1 Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before. * Fix PrimitivesGenerated query, disable Transform Feedback queries for now Lets Splatoon 2 work on nvidia. (mostly) * Update counter queue to be similar to the OGL one Fixes softlocks when games had to flush counters. * Don't throw when ending conditional rendering for now This should be re-enabled when conditional rendering is enabled on nvidia etc. * Update findMSB/findLSB to match master's instruction enum * Fix triangle overlay on SMO, Captain Toad, maybe others? * Don't make Intel Mesa pay for Intel Windows bugs * Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders) * Update Spv.Generator * Add alpha test emulation on shader (but no shader specialisation yet...) * Fix R4G4B4A4Unorm texture format permutation * Validation layers should be enabled for any log level other than None * Add barriers around vkCmdCopyImage Write->Read barrier for src image (we want to wait for a write to read it) Write->Read barrier for dst image (we want to wait for the copy to complete before use) * Be a bit more careful with texture access flags, since it can be used for anything * Device local mapping for all buffers May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?) Also some performance things and fixes issues with opengl games loading textures weird. * Cleanup, disable device local buffers for now. * Add single queue support Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment. * Fix some validation errors around extended dynamic state * Remove Intel bug workaround, it was fixed on the latest driver * Use circular queue for checking consumption on command buffers Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once. * Use SupportBufferUpdater, add single layer flush * Fix counter queue leak when game decides to use host conditional rendering * Force device local storage for textures (fixes linux performance) * Port #3019 * Insert barriers around vkCmdBlitImage (may fix some amd flicker) * Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers * Don't pause transform feedback for multi draw * Fix draw outside of render pass and missing capability * Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more) * Better workaround for AMD vertex buffer size alignment issue * More instructions + fixes on SPIR-V backend * Allow custom aspect ratio on Vulkan * Correct GTK UI status bar positions * SPIR-V: Functions must always end with a return * SPIR-V: Fix ImageQuerySizeLod * SPIR-V: Set DepthReplacing execution mode when FragDepth is modified * SPIR-V: Implement LoopContinue IR instruction * SPIR-V: Geometry shader support * SPIR-V: Use correct binding number on storage buffers array * Reduce allocations for Spir-v serialization Passes BinaryWriter instead of the stream to Write and WriteOperand - Removes creation of BinaryWriter for each instruction - Removes allocations for literal string * Some optimizations to Spv.Generator - Dictionary for lookups of type declarations, constants, extinst - LiteralInteger internal data format -> ushort - Deterministic HashCode implementation to avoid spirv result not being the same between runs - Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost) TODO: improve instruction allocation, structured program creator, ssa? * Pool Spv.Generator resources, cache delegates, spv opts - Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module. - NewInstruction is called instead of new Instruction() - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually. - Estimate code size when creating the output MemoryStream - LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast. Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call. TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads. * LocalDefMap for Ssa Rewriter Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator. * SPIR-V: Transform feedback support * SPIR-V: Fragment shader interlock support (and image coherency) * SPIR-V: Add early fragment tests support * SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta * Don't pass depth clip state right now (fix decals) Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted. * Multisampling support * Multisampling: Use resolve if src samples count > dst samples count * Multisampling: We can only resolve for unscaled copies * SPIR-V: Only add FSI exec mode if used. * SPIR-V: Use ConstantComposite for Texture Offset Vector Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are. * SPIR-V: Don't OpReturn if we already OpExit'ed Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist) * SPIR-V: Only use input attribute type for input attributes Output vertex attributes should always be of type float. * Multithreaded Pipeline Compilation * Address some feedback * Make this 32 * Update topology with GpuAccessorState * Cleanup for merge (note: disables spir-v) * Make more robust to shader compilation failure - Don't freeze when GLSL compilation fails - Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure. * Fix Multisampling * Only update fragment scale count if a vertex texture needs a scale. Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage. This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now. * Use a bitmap to do granular tracking for buffer uploads. This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful. Avoids ending render passes to update buffer data (not all the time) - 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI) - Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI) As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory) Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here. * Copy query results after RP ends, rather than ending to copy We need to end the render pass to get the data (submit command buffer) anyways... Reduces render passes created in games that use queries. * Rework Query stuff a bit to avoid render pass end Tries to reset returned queries in background when possible, rather than ending the render pass. Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?) * Remove unnecessary lines Was for testing * Fix validation error for query reset Need to think of a better way to do this. * SPIR-V: Fix SwizzleAdd and some validation errors * SPIR-V: Implement attribute indexing and StoreAttribute * SPIR-V: Fix TextureSize for MS and Buffer sampler types * Fix relaunch issues * SPIR-V: Implement LogicalExclusiveOr * SPIR-V: Constant buffer indexing support * Ignore unsupported attributes rather than throwing (matches current GLSL behaviour) * SPIR-V: Implement tessellation support * SPIR-V: Geometry shader passthrough support * SPIR-V: Implement StoreShader8/16 and StoreStorage8/16 * SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug * SPIR-V: Fix field index for scale count * SPIR-V: Fix another case of wrong field index * SPIRV/GLSL: More scaling related fixes * SPIR-V: Fix ImageLoad CompositeExtract component type * SPIR-V: Workaround for Intel FrontFacing bug * Enable SPIR-V backend by default * Allow null samplers (samplers are not required when only using texelFetch to access the texture) * Fix some validation errors related to texel block view usage flag and invalid image barrier base level * Use explicit subgroup size if we can (might fix some block flickering on AMD) * Take componentMask and scissor into account when clearing framebuffer attachments * Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA) * Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight) Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different * Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc) * Check if the subgroup size is supported before passing a explicit size * Only enable ShaderFloat64 if the GPU supports it * We don't need to recompile shaders if alpha test state changed but alpha test is disabled * Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before) * Fix pipeline state saving before it is updated. This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache. * Allow null samplers on OpenGL backend * _unit0Sampler should be set only for binding 0 * Remove unused PipelineConverter format variable (was causing IOR) * Raise textures limit to 64 on Vulkan * No need to pack the shader binaries if shader cache is disabled * Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL * Do not clear unbound framebuffer color attachments * Geometry shader passthrough emulation * Consolidate UpdateDepthMode and GetDepthMode implementation * Fix A1B5G5R5 texture format and support R4G4 on Vulkan * Add barrier before use of some modified images * Report 32 bit query result on AMD windows (smo issue) * Add texture recompression support (disabled for now) It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures * Do not report R4G4 format as supported on Vulkan It was causing mario head to become white on Super Mario 64 (???) * Improvements to -1 to 1 depth mode. - Transformation is only applied on the last stage in the vertex pipeline. - Should fix some issues with geometry and tessellation (hopefully) - Reading back FragCoord Z on fragment will transform back to -1 to 1. * Geometry Shader index count from ThreadsPerInputPrimitive Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL * Remove gl_FragDepth scaling This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade. * Add Gl StencilOp enum values to Vulkan * Update guest cache to v1.1 (due to specialization state changes) This will explode your shader cache from earlier vulkan build, but it must be done. :pensive: * Vulkan/SPIR-V support for viewport inverse * Fix typo * Don't create query pools for unsupported query types * Return of the Vector Indexing Bug One day, everyone will get this right. * Check for transform feedback query support Sometimes transform feedback is supported without the query type. * Fix gl_FragCoord.z transformation FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs. Fixes Pokemon Sword/Shield, possibly others. * Fix Avalonia Rebase Vulkan is currently not available on Avalonia, but the build does work and you can use opengl. * Fix headless build * Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host * Fix BCn 4/5 conversion, GetTextureTarget BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect. GetTextureTarget was not creating a view with the replacement format. * Fix dependency * Fix inverse viewport transform vector type on SPIR-V * Do not require null descriptors support * If MultiViewport is not supported, do not try to set more than one viewport/scissor * Bounds check on bitmap add. * Flush queries on attachment change rather than program change Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending. Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets. * Add support for avalonia (#6) * add avalonia support * only lock around skia flush * addressed review * cleanup * add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check * fix getting window handle on linux. skip render is size is 0 * Combine non-buffer with buffer image descriptor sets * Support multisample texture copy with automatic resolve on Vulkan * Remove old CompileShader methods from the Vulkan backend * Add minimal pipeline layouts that only contains used bindings They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders * Pre-compile helper shader as SPIR-V, and some fixes * Remove pre-compiled shaderc binary for Windows as its no longer needed by default * Workaround RADV crash Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist". * Use RobustBufferAccess on NVIDIA gpus Avoids the SMO waterfall triangle on older NVIDIA gpus. * Implement GPU selector and expose texture recompression on the UI and config * Fix and enable background compute shader compilation Also disables warnings from shader cache pipeline misses. * Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added * If S8D24 is not supported, use D32FS8 * Ensure all fences are destroyed on dispose * Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks * Add missing clear layer parameter after rebase * Use selected gpu from config for avalonia (#7) * use configured device * address review * Fix D32S8 copy workaround (AMD) Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things. * Use push descriptors for uniform buffer updates (disabled for now) * Push descriptor support check, buffer redundancy checks Should make push descriptors faster, needs more testing though. * Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs * Adjust bindings array sizes * Force submit command buffers if memory in use by its resources is high * Add workaround for AMD GCN cubemap view sins `ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue. This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry) Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there. * Add mobile, non-RX variants to the GCN regex. Also make sure that the 3 digit ones only include numbers starting with 7 or 8. * Increase image limit per stage from 8 to 16 Xenoblade Chronicles 2 was hiting the limit of 8 * Minor code cleanup * Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer * Add gpu selector to Avalonia (#8) * Add gpu selector to avalonia settings * show backend label on window * some fixes * address review * Minor changes to the Avalonia UI * Update graphics window UI and locales. (#9) * Update xaml and update locales * locale updates Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish? * Fix locales with more (?) correct translations. * add separator to render widget * fix spanish and portuguese * Add new IdList, replaces buffer list that could not remove elements and had unbounded growth * Don't crash the settings window if Vulkan is not supported * Fix Actions menu not being clickable on GTK UI after relaunch * Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer * Fix IdList and make it not thread safe * Revert useless OpenGL format table changes * Fix headless project build * List throws ArgumentOutOfRangeException * SPIR-V: Fix tessellation * Increase shader cache version due to tessellation fix * Reduce number of Sync objects created (improves perf in some specific titles) * Fix vulkan validation errors for NPOT compressed upload and GCN workaround. * Add timestamp to the shader cache and force rebuild if host cache is outdated * Prefer Mail box present mode for popups (#11) * Prefer Mail box present mode * fix debug * switch present mode when vsync is toggled * only disable vsync on the main window * SPIR-V: Fix geometry shader input load with transform feedback * BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0 * Fix Avalonia build * Address initial PR feedback * Only set transform feedback outputs on last vertex stage * Address riperiperi PR feedback * Remove outdated comment * Remove unused constructor * Only throw for negative results * Throw for QueueSubmit and other errors No point in delaying the inevitable * Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler * Fix some resolution scale issues * No need for two UpdateScale calls * Fix comments on SPIR-V generator project * Try to fix shader local memory size On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region? * Remove RectangleF that is now unused * Fix ImageGather with multiple offsets Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct` * Address PR feedback from jD in all projects except Avalonia * Address most of jD PR feedback on Avalonia * Remove unsafe * Fix VulkanSkiaGpu * move present mode request out of Create Swapchain method * split more parts of create swapchain * addressed reviews * addressed review * Address second batch of jD PR feedback * Fix buffer <-> image copy row length and height alignment AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes * Better fix for NPOT alignment issue * Use switch expressions on Vulkan EnumConversion Thanks jD * Fix Avalonia build * Add Vulkan selection prompt on startup * Grammar fixes on Vulkan prompt message * Add missing Vulkan migration flag Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com> Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 21:26:06 +00:00
HardwareInfo GetHardwareInfo();
2019-10-13 06:02:07 +00:00
IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info);
void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data);
void UpdateCounters();
2019-10-13 06:02:07 +00:00
void PreFrame();
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved);
2019-10-13 06:02:07 +00:00
void ResetCounter(CounterType type);
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) * Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
2021-08-26 22:31:29 +00:00
void RunLoop(Action gpuLoop)
{
gpuLoop();
}
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790) * Initial implementation of buffer flush (VERY WIP) * Host shaders need to be rebuilt for the SSBO write flag. * New approach with reserved regions and gl sync * Fix a ton of buffer issues. * Remove unused buffer unmapped behaviour * Revert "Remove unused buffer unmapped behaviour" This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece. * Delete modified ranges on unmap Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap. * Cache some more delegates. * Dispose Sync on Close * Also create host sync for GPFifo syncpoint increment. * Copy buffer optimization, add docs * Fix race condition with OpenGL Sync * Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle * Performance: Only flush individual pages of SSBO at a time This avoids flushing large amounts of data when only a small amount is actually used. * Signal Modified rather than flushing after clear * Fix some docs and code style. * Introduce a new test for tracking memory protection. Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master) * Address Comments * Add host sync for SetReference This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise. * Make PageAlign static * Re-enable read tracking, for reads.
2021-01-17 20:08:06 +00:00
void WaitSync(ulong id);
void Initialize(GraphicsDebugLevel logLevel);
Vulkan: Don't flush commands when creating most sync (#4087) * Vulkan: Don't flush commands when creating most sync When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute. Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool. This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on. Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading. OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there. Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here) * Add strict argument This is technically a separate concern from whether the sync is a host syncpoint. * Remove _interrupted variable * Actually wait for the invoke This is required by AMD GPUs, and also may have caused some issues on other GPUs. * Remove unused using. * I don't know why it added these ones. * Address Feedback * Fix typo
2022-12-29 14:39:04 +00:00
void SetInterruptAction(Action<Action> interruptAction);
void Screenshot();
2019-10-13 06:02:07 +00:00
}
}