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
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e5261228d7
commit
c5d9e67cb2
8 changed files with 43 additions and 41 deletions
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@ -168,6 +168,16 @@ namespace Ryujinx.Graphics.Vulkan
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return ComponentType.Float;
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}
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public ImageAspectFlags GetDepthStencilAspectFlags()
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{
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if (_depthStencil == null)
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{
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return ImageAspectFlags.None;
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}
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return _depthStencil.Info.Format.ConvertAspectFlags();
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}
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public bool IsValidColorAttachment(int bindIndex)
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{
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return (uint)bindIndex < Constants.MaxRenderTargets && (_validColorAttachments & (1u << bindIndex)) != 0;
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@ -226,7 +236,7 @@ namespace Ryujinx.Graphics.Vulkan
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_depthStencil?.Storage.SetModification(
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AccessFlags.DepthStencilAttachmentWriteBit,
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PipelineStageFlags.ColorAttachmentOutputBit);
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PipelineStageFlags.LateFragmentTestsBit);
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}
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public void InsertClearBarrier(CommandBufferScoped cbs, int index)
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@ -152,9 +152,6 @@ namespace Ryujinx.Graphics.Vulkan
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{
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if (_buffer == from)
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{
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_buffer.DecrementReferenceCount();
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to.IncrementReferenceCount();
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_buffer = to;
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}
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}
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@ -245,13 +245,28 @@ namespace Ryujinx.Graphics.Vulkan
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public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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// TODO: Use stencilMask (fully)
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// TODO: Use stencilMask (fully).
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if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
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{
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return;
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}
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var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
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var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
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if (stencilMask != 0)
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{
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flags |= ImageAspectFlags.StencilBit;
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}
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flags &= FramebufferParams.GetDepthStencilAspectFlags();
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if (flags == ImageAspectFlags.None)
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{
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return;
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}
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if (_renderPass == null)
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{
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CreateRenderPass();
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@ -259,14 +274,6 @@ namespace Ryujinx.Graphics.Vulkan
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BeginRenderPass();
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var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
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var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
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if (stencilMask != 0)
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{
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flags |= ImageAspectFlags.StencilBit;
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}
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var attachment = new ClearAttachment(flags, 0, clearValue);
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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@ -935,7 +942,7 @@ namespace Ryujinx.Graphics.Vulkan
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SignalStateChange();
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if (_program.IsCompute)
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if (internalProgram.IsCompute)
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{
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EndRenderPass();
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}
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@ -78,7 +78,7 @@ namespace Ryujinx.Graphics.Vulkan
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var sampleCountFlags = ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, (uint)info.Samples);
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var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample);
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var usage = GetImageUsage(info.Format, info.Target, gd.Capabilities.SupportsShaderStorageImageMultisample, forceStorage: true);
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var flags = ImageCreateFlags.CreateMutableFormatBit;
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@ -291,7 +291,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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public static ImageUsageFlags GetImageUsage(Format format, Target target, bool supportsMsStorage)
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public static ImageUsageFlags GetImageUsage(Format format, Target target, bool supportsMsStorage, bool forceStorage = false)
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{
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var usage = DefaultUsageFlags;
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@ -304,7 +304,7 @@ namespace Ryujinx.Graphics.Vulkan
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usage |= ImageUsageFlags.ColorAttachmentBit;
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}
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if (format.IsImageCompatible() && (supportsMsStorage || !target.IsMultisample()))
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if (((forceStorage && !format.IsDepthOrStencil()) || format.IsImageCompatible()) && (supportsMsStorage || !target.IsMultisample()))
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{
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usage |= ImageUsageFlags.StorageBit;
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}
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@ -116,7 +116,14 @@ namespace Ryujinx.Graphics.Vulkan
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return new Auto<DisposableImageView>(new DisposableImageView(gd.Api, device, imageView), null, storage.GetImage());
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}
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_imageView = CreateImageView(componentMapping, subresourceRange, type, ImageUsageFlags.SampledBit);
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ImageUsageFlags shaderUsage = ImageUsageFlags.SampledBit;
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if (info.Format.IsImageCompatible())
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{
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shaderUsage |= ImageUsageFlags.StorageBit;
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}
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_imageView = CreateImageView(componentMapping, subresourceRange, type, shaderUsage);
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// Framebuffer attachments and storage images requires a identity component mapping.
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var identityComponentMapping = new ComponentMapping(
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@ -378,7 +385,7 @@ namespace Ryujinx.Graphics.Vulkan
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bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
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if (VulkanConfiguration.UseSlowSafeBlitOnAmd && (_gd.Vendor == Vendor.Amd || _gd.IsMoltenVk))
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if (!VulkanConfiguration.UseUnsafeBlit || (_gd.Vendor != Vendor.Nvidia && _gd.Vendor != Vendor.Intel))
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{
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_gd.HelperShader.Blit(
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_gd,
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@ -3,7 +3,7 @@
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static class VulkanConfiguration
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{
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public const bool UseFastBufferUpdates = true;
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public const bool UseSlowSafeBlitOnAmd = true;
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public const bool UseUnsafeBlit = true;
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public const bool UsePushDescriptors = false;
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public const bool ForceD24S8Unsupported = false;
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@ -10,17 +10,6 @@ namespace Ryujinx.Graphics.Vulkan
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{
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class VulkanDebugMessenger : IDisposable
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{
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private static readonly string[] _excludedMessages = {
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// NOTE: Done on purpose right now.
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"UNASSIGNED-CoreValidation-Shader-OutputNotConsumed",
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// TODO: Figure out if fixable
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"VUID-vkCmdDrawIndexed-None-04584",
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// TODO: Might be worth looking into making this happy to possibly optimize copies.
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"UNASSIGNED-CoreValidation-DrawState-InvalidImageLayout",
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// TODO: Fix this, it's causing too much noise right now.
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"VUID-VkSubpassDependency-srcSubpass-00867",
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};
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private readonly Vk _api;
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private readonly Instance _instance;
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private readonly GraphicsDebugLevel _logLevel;
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@ -108,14 +97,6 @@ namespace Ryujinx.Graphics.Vulkan
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{
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var msg = Marshal.PtrToStringAnsi((IntPtr)pCallbackData->PMessage);
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foreach (string excludedMessagePart in _excludedMessages)
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{
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if (msg.Contains(excludedMessagePart))
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{
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return 0;
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}
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}
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if (messageSeverity.HasFlag(DebugUtilsMessageSeverityFlagsEXT.ErrorBitExt))
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{
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Logger.Error?.Print(LogClass.Gpu, msg);
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@ -377,8 +377,8 @@ namespace Ryujinx.Graphics.Vulkan
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ShaderFloat64 = supportedFeatures.ShaderFloat64,
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ShaderImageGatherExtended = supportedFeatures.ShaderImageGatherExtended,
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ShaderStorageImageMultisample = supportedFeatures.ShaderStorageImageMultisample,
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// ShaderStorageImageReadWithoutFormat = true,
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// ShaderStorageImageWriteWithoutFormat = true,
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ShaderStorageImageReadWithoutFormat = supportedFeatures.ShaderStorageImageReadWithoutFormat,
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ShaderStorageImageWriteWithoutFormat = supportedFeatures.ShaderStorageImageWriteWithoutFormat,
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TessellationShader = supportedFeatures.TessellationShader,
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VertexPipelineStoresAndAtomics = supportedFeatures.VertexPipelineStoresAndAtomics,
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RobustBufferAccess = useRobustBufferAccess,
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