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ryujinx-final/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs
riperiperi 9f1cf6458c
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00

314 lines
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12 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using Silk.NET.Vulkan;
using System;
using Format = Ryujinx.Graphics.GAL.Format;
namespace Ryujinx.Graphics.Vulkan.Effects
{
internal partial class SmaaPostProcessingEffect : IPostProcessingEffect
{
public const int AreaWidth = 160;
public const int AreaHeight = 560;
public const int SearchWidth = 64;
public const int SearchHeight = 16;
private readonly VulkanRenderer _renderer;
private ISampler _samplerLinear;
private SmaaConstants _specConstants;
private ShaderCollection _edgeProgram;
private ShaderCollection _blendProgram;
private ShaderCollection _neighbourProgram;
private PipelineHelperShader _pipeline;
private TextureView _outputTexture;
private TextureView _edgeOutputTexture;
private TextureView _blendOutputTexture;
private TextureView _areaTexture;
private TextureView _searchTexture;
private Device _device;
private bool _recreatePipelines;
private int _quality;
public SmaaPostProcessingEffect(VulkanRenderer renderer, Device device, int quality)
{
_device = device;
_renderer = renderer;
_quality = quality;
Initialize();
}
public int Quality
{
get => _quality;
set
{
_quality = value;
_recreatePipelines = true;
}
}
public void Dispose()
{
DeletePipelines();
_samplerLinear?.Dispose();
_outputTexture?.Dispose();
_edgeOutputTexture?.Dispose();
_blendOutputTexture?.Dispose();
_areaTexture?.Dispose();
_searchTexture?.Dispose();
}
private unsafe void RecreateShaders(int width, int height)
{
_recreatePipelines = false;
DeletePipelines();
_pipeline = new PipelineHelperShader(_renderer, _device);
_pipeline.Initialize();
var edgeShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv");
var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
var edgeBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
var blendBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1, 3, 4 },
new[] { 0 });
var neighbourBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1, 3 },
new[] { 0 });
_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_specConstants = new SmaaConstants()
{
Width = width,
Height = height,
QualityLow = Quality == 0 ? 1 : 0,
QualityMedium = Quality == 1 ? 1 : 0,
QualityHigh = Quality == 2 ? 1 : 0,
QualityUltra = Quality == 3 ? 1 : 0,
};
var specInfo = new SpecDescription(
(0, SpecConstType.Int32),
(1, SpecConstType.Int32),
(2, SpecConstType.Int32),
(3, SpecConstType.Int32),
(4, SpecConstType.Float32),
(5, SpecConstType.Float32));
_edgeProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(edgeShader, edgeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
}, new[] { specInfo });
_blendProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(blendShader, blendBindings, ShaderStage.Compute, TargetLanguage.Spirv)
}, new[] { specInfo });
_neighbourProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(neighbourShader, neighbourBindings, ShaderStage.Compute, TargetLanguage.Spirv)
}, new[] { specInfo });
}
public void DeletePipelines()
{
_pipeline?.Dispose();
_edgeProgram?.Dispose();
_blendProgram?.Dispose();
_neighbourProgram?.Dispose();
}
private void Initialize()
{
var areaInfo = new TextureCreateInfo(AreaWidth,
AreaHeight,
1,
1,
1,
1,
1,
1,
Format.R8G8Unorm,
DepthStencilMode.Depth,
Target.Texture2D,
SwizzleComponent.Red,
SwizzleComponent.Green,
SwizzleComponent.Blue,
SwizzleComponent.Alpha);
var searchInfo = new TextureCreateInfo(SearchWidth,
SearchHeight,
1,
1,
1,
1,
1,
1,
Format.R8Unorm,
DepthStencilMode.Depth,
Target.Texture2D,
SwizzleComponent.Red,
SwizzleComponent.Green,
SwizzleComponent.Blue,
SwizzleComponent.Alpha);
var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin");
var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin");
_areaTexture = _renderer.CreateTexture(areaInfo, 1) as TextureView;
_searchTexture = _renderer.CreateTexture(searchInfo, 1) as TextureView;
_areaTexture.SetData(areaTexture);
_searchTexture.SetData(searchTexture);
}
public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
{
if (_recreatePipelines || _outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height)
{
RecreateShaders(view.Width, view.Height);
_outputTexture?.Dispose();
_edgeOutputTexture?.Dispose();
_blendOutputTexture?.Dispose();
var info = view.Info;
if (view.Info.Format.IsBgr())
{
info = new TextureCreateInfo(info.Width,
info.Height,
info.Depth,
info.Levels,
info.Samples,
info.BlockWidth,
info.BlockHeight,
info.BytesPerPixel,
info.Format,
info.DepthStencilMode,
info.Target,
info.SwizzleB,
info.SwizzleG,
info.SwizzleR,
info.SwizzleA);
}
_outputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
_edgeOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
_blendOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
}
Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
viewports[0] = new GAL.Viewport(
new Rectangle<float>(0, 0, view.Width, view.Height),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
_renderer.HelperShader.Clear(_renderer,
_edgeOutputTexture.GetImageView(),
new float[] { 0, 0, 0, 1 },
(uint)(ColorComponentFlags.RBit | ColorComponentFlags.GBit | ColorComponentFlags.BBit | ColorComponentFlags.ABit),
view.Width,
view.Height,
_edgeOutputTexture.VkFormat,
ComponentType.UnsignedInteger,
scissors[0]);
_renderer.HelperShader.Clear(_renderer,
_blendOutputTexture.GetImageView(),
new float[] { 0, 0, 0, 1 },
(uint)(ColorComponentFlags.RBit | ColorComponentFlags.GBit | ColorComponentFlags.BBit | ColorComponentFlags.ABit),
view.Width,
view.Height,
_blendOutputTexture.VkFormat,
ComponentType.UnsignedInteger,
scissors[0]);
_renderer.Pipeline.TextureBarrier();
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
// Edge pass
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_edgeProgram);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
_pipeline.Specialize(_specConstants);
ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
int rangeSize = resolutionBuffer.Length * sizeof(float);
var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
_renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports, false);
_pipeline.SetImage(0, _edgeOutputTexture, GAL.Format.R8G8B8A8Unorm);
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();
// Blend pass
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_blendProgram);
_pipeline.Specialize(_specConstants);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _edgeOutputTexture, _samplerLinear);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _areaTexture, _samplerLinear);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 4, _searchTexture, _samplerLinear);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports, false);
_pipeline.SetImage(0, _blendOutputTexture, GAL.Format.R8G8B8A8Unorm);
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();
// Neighbour pass
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_neighbourProgram);
_pipeline.Specialize(_specConstants);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _blendOutputTexture, _samplerLinear);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports, false);
_pipeline.SetImage(0, _outputTexture, GAL.Format.R8G8B8A8Unorm);
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();
_pipeline.Finish();
_renderer.BufferManager.Delete(bufferHandle);
return _outputTexture;
}
}
}