Improve Buffer Textures and flush Image Stores (#2088)
* Improve Buffer Textures and flush Image Stores Fixes a number of issues with buffer textures: - Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later. - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use. - Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16. - Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high. Fixes vertex explosions and flickering animations in UE4 games. * Set ImageStore flag... for ImageStore. * Check the offset and size.
This commit is contained in:
parent
da283ff3c3
commit
1623ab524f
12 changed files with 154 additions and 30 deletions
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@ -141,8 +141,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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TextureManager.SetComputeImages(imageBindings);
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BufferManager.CommitComputeBindings();
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TextureManager.CommitComputeBindings();
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BufferManager.CommitComputeBindings();
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_context.Renderer.Pipeline.DispatchCompute(
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qmd.CtaRasterWidth,
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@ -304,8 +304,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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UpdateStorageBuffers();
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BufferManager.CommitGraphicsBindings();
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TextureManager.CommitGraphicsBindings();
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BufferManager.CommitGraphicsBindings();
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}
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/// <summary>
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@ -303,7 +303,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, _isCompute);
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
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}
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Sampler sampler = _samplerPool.Get(samplerId);
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@ -349,12 +349,26 @@ namespace Ryujinx.Graphics.Gpu.Image
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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bool isStore = bindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, _isCompute);
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Format format = bindingInfo.Format;
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if (format == 0 && texture != null)
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{
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format = texture.Format;
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}
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_context.Methods.BufferManager.SetBufferTextureStorage(hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, format, true);
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}
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else if (isStore)
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{
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texture?.SignalModified();
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}
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if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
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@ -153,6 +153,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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return (int)(Word4 & 0xffff) + 1;
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}
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/// <summary>
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/// Unpack the width of a buffer texture.
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/// </summary>
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/// <returns>The texture width</returns>
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public int UnpackBufferTextureWidth()
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{
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return (int)((Word4 & 0xffff) | (Word3 << 16)) + 1;
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}
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/// <summary>
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/// Unpacks the texture sRGB format flag.
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/// </summary>
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@ -172,8 +172,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>The texture information</returns>
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private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
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{
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int width = descriptor.UnpackWidth();
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int height = descriptor.UnpackHeight();
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int depthOrLayers = descriptor.UnpackDepth();
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int levels = descriptor.UnpackLevels();
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@ -190,6 +188,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
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int width = target == Target.TextureBuffer ? descriptor.UnpackBufferTextureWidth() : descriptor.UnpackWidth();
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int height = descriptor.UnpackHeight();
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// We use 2D targets for 1D textures as that makes texture cache
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// management easier. We don't know the target for render target
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// and copies, so those would normally use 2D targets, which are
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@ -1,9 +1,11 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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@ -31,6 +33,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private IndexBuffer _indexBuffer;
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private VertexBuffer[] _vertexBuffers;
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private BufferBounds[] _transformFeedbackBuffers;
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private List<BufferTextureBinding> _bufferTextures;
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/// <summary>
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/// Holds shader stage buffer state and binding information.
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@ -138,6 +141,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_gpStorageBuffers[index] = new BuffersPerStage(Constants.TotalGpStorageBuffers);
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_gpUniformBuffers[index] = new BuffersPerStage(Constants.TotalGpUniformBuffers);
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}
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_bufferTextures = new List<BufferTextureBinding>();
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}
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/// <summary>
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@ -620,10 +625,39 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_context.Renderer.Pipeline.SetUniformBuffers(uRanges);
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CommitBufferTextureBindings();
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// Force rebind after doing compute work.
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_rebind = true;
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}
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/// <summary>
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/// Commit any queued buffer texture bindings.
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/// </summary>
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private void CommitBufferTextureBindings()
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{
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if (_bufferTextures.Count > 0)
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{
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foreach (var binding in _bufferTextures)
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{
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binding.Texture.SetStorage(GetBufferRange(binding.Address, binding.Size, binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore)));
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// The texture must be rebound to use the new storage if it was updated.
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if (binding.IsImage)
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{
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_context.Renderer.Pipeline.SetImage(binding.BindingInfo.Binding, binding.Texture, binding.Format);
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}
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else
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{
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_context.Renderer.Pipeline.SetTexture(binding.BindingInfo.Binding, binding.Texture);
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}
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}
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_bufferTextures.Clear();
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}
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}
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/// <summary>
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/// Ensures that the graphics engine bindings are visible to the host GPU.
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/// Note: this actually performs the binding using the host graphics API.
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@ -743,6 +777,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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UpdateBuffers(_gpUniformBuffers);
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}
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CommitBufferTextureBindings();
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_rebind = false;
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}
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@ -813,31 +849,19 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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/// <summary>
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/// Sets the buffer storage of a buffer texture.
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/// Sets the buffer storage of a buffer texture. This will be bound when the buffer manager commits bindings.
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/// </summary>
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/// <param name="texture">Buffer texture</param>
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/// <param name="address">Address of the buffer in memory</param>
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/// <param name="size">Size of the buffer in bytes</param>
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/// <param name="compute">Indicates if the buffer texture belongs to the compute or graphics pipeline</param>
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public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, bool compute)
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/// <param name="bindingInfo">Binding info for the buffer texture</param>
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/// <param name="format">Format of the buffer texture</param>
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/// <param name="isImage">Whether the binding is for an image or a sampler</param>
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public void SetBufferTextureStorage(ITexture texture, ulong address, ulong size, TextureBindingInfo bindingInfo, Format format, bool isImage)
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{
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CreateBuffer(address, size);
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if (_rebind)
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{
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// We probably had to modify existing buffers to create the texture buffer,
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// so rebind everything to ensure we're using the new buffers for all bound resources.
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if (compute)
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{
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CommitComputeBindings();
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}
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else
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{
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CommitGraphicsBindings();
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}
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}
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texture.SetStorage(GetBufferRange(address, size));
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_bufferTextures.Add(new BufferTextureBinding(texture, address, size, bindingInfo, format, isImage));
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}
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/// <summary>
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60
Ryujinx.Graphics.Gpu/Memory/BufferTextureBinding.cs
Normal file
60
Ryujinx.Graphics.Gpu/Memory/BufferTextureBinding.cs
Normal file
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// A buffer binding to apply to a buffer texture.
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/// </summary>
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struct BufferTextureBinding
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{
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/// <summary>
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/// The buffer texture.
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/// </summary>
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public ITexture Texture { get; }
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/// <summary>
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/// The base address of the buffer binding.
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/// </summary>
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public ulong Address { get; }
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/// <summary>
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/// The size of the buffer binding in bytes.
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/// </summary>
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public ulong Size { get; }
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/// <summary>
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/// The image or sampler binding info for the buffer texture.
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/// </summary>
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public TextureBindingInfo BindingInfo { get; }
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/// <summary>
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/// The image format for the binding.
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Whether the binding is for an image or a sampler.
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/// </summary>
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public bool IsImage { get; }
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/// <summary>
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/// Create a new buffer texture binding.
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/// </summary>
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/// <param name="texture">Buffer texture</param>
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/// <param name="address">Base address</param>
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/// <param name="size">Size in bytes</param>
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/// <param name="bindingInfo">Binding info</param>
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/// <param name="format">Binding format</param>
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/// <param name="isImage">Whether the binding is for an image or a sampler</param>
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public BufferTextureBinding(ITexture texture, ulong address, ulong size, TextureBindingInfo bindingInfo, Format format, bool isImage)
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{
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Texture = texture;
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Address = address;
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Size = size;
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BindingInfo = bindingInfo;
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Format = format;
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IsImage = isImage;
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}
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}
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}
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@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Version of the codegen (to be changed when codegen or guest format change).
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/// </summary>
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private const ulong ShaderCodeGenVersion = 1961;
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private const ulong ShaderCodeGenVersion = 2088;
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// Progress reporting helpers
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private int _shaderCount;
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@ -6,12 +6,17 @@ namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureBuffer : TextureBase, ITexture
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{
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private Renderer _renderer;
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private int _bufferOffset;
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private int _bufferSize;
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private int _bufferCount;
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private BufferHandle _buffer;
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public TextureBuffer(TextureCreateInfo info) : base(info) {}
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public TextureBuffer(Renderer renderer, TextureCreateInfo info) : base(info)
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{
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_renderer = renderer;
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}
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public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
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public void SetStorage(BufferRange buffer)
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{
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if (buffer.Handle == _buffer &&
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if (_buffer != BufferHandle.Null &&
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buffer.Offset == _bufferOffset &&
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buffer.Size == _bufferSize)
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buffer.Size == _bufferSize &&
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_renderer.BufferCount == _bufferCount)
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{
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// Only rebind the buffer when more have been created.
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return;
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}
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_buffer = buffer.Handle;
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_bufferOffset = buffer.Offset;
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_bufferSize = buffer.Size;
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_bufferCount = _renderer.BufferCount;
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Bind(0);
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@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
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internal ResourcePool ResourcePool { get; }
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internal int BufferCount { get; private set; }
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public string GpuVendor { get; private set; }
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public string GpuRenderer { get; private set; }
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public string GpuVersion { get; private set; }
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@ -52,6 +54,8 @@ namespace Ryujinx.Graphics.OpenGL
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public BufferHandle CreateBuffer(int size)
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{
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BufferCount++;
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return Buffer.Create(size);
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}
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@ -69,7 +73,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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if (info.Target == Target.TextureBuffer)
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{
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return new TextureBuffer(info);
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return new TextureBuffer(this, info);
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}
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else
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{
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@ -111,6 +111,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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if (texOp.Inst == Instruction.ImageStore)
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{
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int texIndex = context.FindImageDescriptorIndex(texOp);
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context.ImageDescriptors[texIndex] = context.ImageDescriptors[texIndex].SetFlag(TextureUsageFlags.ImageStore);
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VariableType type = texOp.Format.GetComponentType();
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string[] cElems = new string[4];
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@ -12,6 +12,7 @@ namespace Ryujinx.Graphics.Shader
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// Integer sampled textures must be noted for resolution scaling.
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ResScaleUnsupported = 1 << 0,
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NeedsScaleValue = 1 << 1
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NeedsScaleValue = 1 << 1,
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ImageStore = 1 << 2
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}
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}
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