using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Vulkan.Queries;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Vulkan
{
class PipelineFull : PipelineBase, IPipeline
private const ulong MinByteWeightForFlush = 256 * 1024 * 1024; // MiB
private readonly List<QueryPool> _activeQueries;
private CounterQueueEvent _activeConditionalRender;
private readonly List<BufferedQuery> _pendingQueryCopies;
private readonly List<BufferedQuery> _pendingQueryResets;
private ulong _byteWeight;
public PipelineFull(VulkanRenderer gd, Device device) : base(gd, device)
_activeQueries = new List<QueryPool>();
_pendingQueryCopies = new();
_pendingQueryResets = new List<BufferedQuery>();
CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer;
}
private void CopyPendingQuery()
foreach (var query in _pendingQueryCopies)
query.PoolCopy(Cbs);
lock (_pendingQueryResets)
foreach (var query in _pendingQueryResets)
query.PoolReset(CommandBuffer);
_pendingQueryResets.Clear();
_pendingQueryCopies.Clear();
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
if (FramebufferParams == null)
return;
if (componentMask != 0xf)
// We can't use CmdClearAttachments if not writing all components,
// because on Vulkan, the pipeline state does not affect clears.
var dstTexture = FramebufferParams.GetAttachment(index);
if (dstTexture == null)
Span<float> clearColor = stackalloc float[4];
clearColor[0] = color.Red;
clearColor[1] = color.Green;
clearColor[2] = color.Blue;
clearColor[3] = color.Alpha;
// TODO: Clear only the specified layer.
Gd.HelperShader.Clear(
Gd,
dstTexture,
clearColor,
componentMask,
(int)FramebufferParams.Width,
(int)FramebufferParams.Height,
FramebufferParams.AttachmentFormats[index],
FramebufferParams.GetAttachmentComponentType(index),
ClearScissor);
else
ClearRenderTargetColor(index, layer, layerCount, color);
public void EndHostConditionalRendering()
if (Gd.Capabilities.SupportsConditionalRendering)
// Gd.ConditionalRenderingApi.CmdEndConditionalRendering(CommandBuffer);
// throw new NotSupportedException();
_activeConditionalRender?.ReleaseHostAccess();
_activeConditionalRender = null;
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
// Compare an event and a constant value.
if (value is CounterQueueEvent evt)
// Easy host conditional rendering when the check matches what GL can do:
// - Event is of type samples passed.
// - Result is not a combination of multiple queries.
// - Comparing against 0.
// - Event has not already been flushed.
if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
if (!value.ReserveForHostAccess())
// If the event has been flushed, then just use the values on the CPU.
// The query object may already be repurposed for another draw (eg. begin + end).
return false;
var buffer = evt.GetBuffer().Get(Cbs, 0, sizeof(long)).Value;
var flags = isEqual ? ConditionalRenderingFlagsEXT.InvertedBitExt : 0;
var conditionalRenderingBeginInfo = new ConditionalRenderingBeginInfoEXT()
SType = StructureType.ConditionalRenderingBeginInfoExt,
Buffer = buffer,
Flags = flags
};
// Gd.ConditionalRenderingApi.CmdBeginConditionalRendering(CommandBuffer, conditionalRenderingBeginInfo);
_activeConditionalRender = evt;
return true;
// The GPU will flush the queries to CPU and evaluate the condition there instead.
FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
private void FlushPendingQuery()
if (AutoFlush.ShouldFlushQuery())
FlushCommandsImpl();
public CommandBufferScoped GetPreloadCommandBuffer()
if (PreloadCbs == null)
PreloadCbs = Gd.CommandBufferPool.Rent();
return PreloadCbs.Value;
public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
if (PreloadCbs != null && !usedByCurrentCb)
usedByCurrentCb = disposedResource.HasCommandBufferDependency(PreloadCbs.Value);
if (usedByCurrentCb)
// Since we can only free memory after the command buffer that uses a given resource was executed,
// keeping the command buffer might cause a high amount of memory to be in use.
// To prevent that, we force submit command buffers if the memory usage by resources
// in use by the current command buffer is above a given limit, and those resources were disposed.
_byteWeight += byteWeight;
if (_byteWeight >= MinByteWeightForFlush)
public void Restore()
if (Pipeline != null)
Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(Cbs).Value);
SignalCommandBufferChange();
DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
public void FlushCommandsImpl()
AutoFlush.RegisterFlush(DrawCount);
EndRenderPass();
foreach (var queryPool in _activeQueries)
Gd.Api.CmdEndQuery(CommandBuffer, queryPool, 0);
_byteWeight = 0;
if (PreloadCbs != null)
PreloadCbs.Value.Dispose();
PreloadCbs = null;
CommandBuffer = (Cbs = Gd.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
Gd.RegisterFlush();
// Restore per-command buffer state.
Gd.Api.CmdResetQueryPool(CommandBuffer, queryPool, 0, 1);
Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, 0);
Restore();
public void BeginQuery(BufferedQuery query, QueryPool pool, bool needsReset)
if (needsReset)
Gd.Api.CmdResetQueryPool(CommandBuffer, pool, 0, 1);
_pendingQueryResets.Remove(query); // Might be present on here.
Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, 0);
_activeQueries.Add(pool);
public void EndQuery(QueryPool pool)
Gd.Api.CmdEndQuery(CommandBuffer, pool, 0);
_activeQueries.Remove(pool);
public void ResetQuery(BufferedQuery query)
_pendingQueryResets.Add(query);
public void CopyQueryResults(BufferedQuery query)
_pendingQueryCopies.Add(query);
if (AutoFlush.RegisterPendingQuery())
protected override void SignalAttachmentChange()
if (AutoFlush.ShouldFlush(DrawCount))
protected override void SignalRenderPassEnd()
CopyPendingQuery();