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https://github.com/Ryujinx-NX/Ryujinx.git
synced 2024-11-14 13:07:41 -07:00
Add support for bindless textures from storage buffer on Vulkan (#6721)
* Halve primitive ID when converting quads to triangles * Shader cache version bump * Add support for bindless textures from storage buffer on Vulkan
This commit is contained in:
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44dbab3848
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3a3b51893e
@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.GAL
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public readonly bool SupportsMismatchingViewFormat;
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public readonly bool SupportsCubemapView;
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public readonly bool SupportsNonConstantTextureOffset;
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public readonly bool SupportsQuads;
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public readonly bool SupportsSeparateSampler;
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public readonly bool SupportsShaderBallot;
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public readonly bool SupportsShaderBarrierDivergence;
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@ -93,6 +94,7 @@ namespace Ryujinx.Graphics.GAL
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bool supportsMismatchingViewFormat,
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bool supportsCubemapView,
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bool supportsNonConstantTextureOffset,
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bool supportsQuads,
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bool supportsSeparateSampler,
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bool supportsShaderBallot,
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bool supportsShaderBarrierDivergence,
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@ -146,6 +148,7 @@ namespace Ryujinx.Graphics.GAL
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SupportsMismatchingViewFormat = supportsMismatchingViewFormat;
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SupportsCubemapView = supportsCubemapView;
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SupportsNonConstantTextureOffset = supportsNonConstantTextureOffset;
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SupportsQuads = supportsQuads;
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SupportsSeparateSampler = supportsSeparateSampler;
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SupportsShaderBallot = supportsShaderBallot;
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SupportsShaderBarrierDivergence = supportsShaderBarrierDivergence;
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@ -18,6 +18,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private readonly ShaderSpecializationState _newSpecState;
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private readonly int _stageIndex;
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private readonly bool _isVulkan;
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private readonly bool _hasGeometryShader;
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private readonly bool _supportsQuads;
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/// <summary>
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/// Creates a new instance of the cached GPU state accessor for shader translation.
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@ -29,6 +31,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// <param name="newSpecState">Shader specialization state of the recompiled shader</param>
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/// <param name="counts">Resource counts shared across all shader stages</param>
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/// <param name="stageIndex">Shader stage index</param>
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/// <param name="hasGeometryShader">Indicates if a geometry shader is present</param>
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public DiskCacheGpuAccessor(
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GpuContext context,
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ReadOnlyMemory<byte> data,
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@ -36,7 +39,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ShaderSpecializationState oldSpecState,
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ShaderSpecializationState newSpecState,
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ResourceCounts counts,
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int stageIndex) : base(context, counts, stageIndex)
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int stageIndex,
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bool hasGeometryShader) : base(context, counts, stageIndex)
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{
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_data = data;
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_cb1Data = cb1Data;
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@ -44,6 +48,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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_newSpecState = newSpecState;
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_stageIndex = stageIndex;
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_hasGeometryShader = hasGeometryShader;
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_supportsQuads = context.Capabilities.SupportsQuads;
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if (stageIndex == (int)ShaderStage.Geometry - 1)
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{
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@ -100,7 +106,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// <inheritdoc/>
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public GpuGraphicsState QueryGraphicsState()
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{
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return _oldSpecState.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _oldSpecState.GraphicsState.YNegateEnabled);
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return _oldSpecState.GraphicsState.CreateShaderGraphicsState(
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!_isVulkan,
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_supportsQuads,
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_hasGeometryShader,
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_isVulkan || _oldSpecState.GraphicsState.YNegateEnabled);
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}
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/// <inheritdoc/>
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 6577;
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private const uint CodeGenVersion = 5936;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -601,6 +601,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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TargetApi api = _context.Capabilities.Api;
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bool hasCachedGs = guestShaders[4].HasValue;
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for (int stageIndex = Constants.ShaderStages - 1; stageIndex >= 0; stageIndex--)
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{
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if (guestShaders[stageIndex + 1].HasValue)
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@ -610,7 +612,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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byte[] guestCode = shader.Code;
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byte[] cb1Data = shader.Cb1Data;
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DiskCacheGpuAccessor gpuAccessor = new(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
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DiskCacheGpuAccessor gpuAccessor = new(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex, hasCachedGs);
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TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, 0);
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if (nextStage != null)
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@ -623,7 +625,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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byte[] guestCodeA = guestShaders[0].Value.Code;
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byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
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DiskCacheGpuAccessor gpuAccessorA = new(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
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DiskCacheGpuAccessor gpuAccessorA = new(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0, hasCachedGs);
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translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
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}
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@ -711,7 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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GuestCodeAndCbData shader = guestShaders[0].Value;
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ResourceCounts counts = new();
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ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
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DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
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DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0, false);
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gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
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@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly bool _isVulkan;
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private readonly bool _hasGeometryShader;
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private readonly bool _supportsQuads;
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/// <summary>
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/// Creates a new instance of the GPU state accessor for graphics shader translation.
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@ -25,12 +27,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="channel">GPU channel</param>
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/// <param name="state">Current GPU state</param>
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/// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param>
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public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex)
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/// <param name="hasGeometryShader">Indicates if a geometry shader is present</param>
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public GpuAccessor(
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GpuContext context,
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GpuChannel channel,
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GpuAccessorState state,
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int stageIndex,
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bool hasGeometryShader) : base(context, state.ResourceCounts, stageIndex)
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{
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_hasGeometryShader = hasGeometryShader;
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_supportsQuads = context.Capabilities.SupportsQuads;
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if (stageIndex == (int)ShaderStage.Geometry - 1)
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{
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@ -105,7 +115,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <inheritdoc/>
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public GpuGraphicsState QueryGraphicsState()
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{
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return _state.GraphicsState.CreateShaderGraphicsState(!_isVulkan, _isVulkan || _state.GraphicsState.YNegateEnabled);
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return _state.GraphicsState.CreateShaderGraphicsState(
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!_isVulkan,
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_supportsQuads,
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_hasGeometryShader,
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_isVulkan || _state.GraphicsState.YNegateEnabled);
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}
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/// <inheritdoc/>
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@ -106,8 +106,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Creates a new graphics state from this state that can be used for shader generation.
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/// </summary>
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/// <param name="hostSupportsAlphaTest">Indicates if the host API supports alpha test operations</param>
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/// <param name="hostSupportsQuads">Indicates if the host API supports quad primitives</param>
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/// <param name="hasGeometryShader">Indicates if a geometry shader is used</param>
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/// <param name="originUpperLeft">If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner</param>
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/// <returns>GPU graphics state that can be used for shader translation</returns>
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public readonly GpuGraphicsState CreateShaderGraphicsState(bool hostSupportsAlphaTest, bool originUpperLeft)
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public readonly GpuGraphicsState CreateShaderGraphicsState(bool hostSupportsAlphaTest, bool hostSupportsQuads, bool hasGeometryShader, bool originUpperLeft)
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{
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AlphaTestOp alphaTestOp;
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@ -130,6 +133,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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};
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}
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bool isQuad = Topology == PrimitiveTopology.Quads || Topology == PrimitiveTopology.QuadStrip;
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bool halvePrimitiveId = !hostSupportsQuads && !hasGeometryShader && isQuad;
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return new GpuGraphicsState(
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EarlyZForce,
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ConvertToInputTopology(Topology, TessellationMode),
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@ -149,7 +155,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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in FragmentOutputTypes,
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DualSourceBlendEnable,
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YNegateEnabled,
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originUpperLeft);
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originUpperLeft,
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halvePrimitiveId);
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}
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/// <summary>
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@ -339,7 +339,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (gpuVa != 0)
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{
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GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState, stageIndex);
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GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState, stageIndex, addresses.Geometry != 0);
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TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, gpuVa);
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if (nextStage != null)
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@ -161,6 +161,7 @@ namespace Ryujinx.Graphics.OpenGL
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supportsBgraFormat: false,
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supportsR4G4Format: false,
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supportsR4G4B4A4Format: true,
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supportsScaledVertexFormats: true,
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supportsSnormBufferTextureFormat: false,
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supports5BitComponentFormat: true,
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supportsSparseBuffer: false,
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@ -175,7 +176,7 @@ namespace Ryujinx.Graphics.OpenGL
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supportsMismatchingViewFormat: HwCapabilities.SupportsMismatchingViewFormat,
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supportsCubemapView: true,
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supportsNonConstantTextureOffset: HwCapabilities.SupportsNonConstantTextureOffset,
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supportsScaledVertexFormats: true,
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supportsQuads: HwCapabilities.SupportsQuads,
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supportsSeparateSampler: false,
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supportsShaderBallot: HwCapabilities.SupportsShaderBallot,
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supportsShaderBarrierDivergence: !(intelWindows || intelUnix),
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@ -102,6 +102,11 @@ namespace Ryujinx.Graphics.Shader
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/// </summary>
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public readonly bool OriginUpperLeft;
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/// <summary>
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/// Indicates that the primitive ID values on the shader should be halved due to quad to triangles conversion.
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/// </summary>
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public readonly bool HalvePrimitiveId;
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/// <summary>
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/// Creates a new GPU graphics state.
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/// </summary>
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@ -124,6 +129,7 @@ namespace Ryujinx.Graphics.Shader
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/// <param name="dualSourceBlendEnable">Indicates whether dual source blend is enabled</param>
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/// <param name="yNegateEnabled">Indicates if negation of the viewport Y axis is enabled</param>
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/// <param name="originUpperLeft">If true, indicates that the fragment origin is the upper left corner of the viewport, otherwise it is the lower left corner</param>
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/// <param name="halvePrimitiveId">Indicates that the primitive ID values on the shader should be halved due to quad to triangles conversion</param>
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public GpuGraphicsState(
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bool earlyZForce,
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InputTopology topology,
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@ -143,7 +149,8 @@ namespace Ryujinx.Graphics.Shader
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in Array8<AttributeType> fragmentOutputTypes,
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bool dualSourceBlendEnable,
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bool yNegateEnabled,
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bool originUpperLeft)
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bool originUpperLeft,
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bool halvePrimitiveId)
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{
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EarlyZForce = earlyZForce;
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Topology = topology;
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@ -164,6 +171,7 @@ namespace Ryujinx.Graphics.Shader
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DualSourceBlendEnable = dualSourceBlendEnable;
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YNegateEnabled = yNegateEnabled;
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OriginUpperLeft = originUpperLeft;
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HalvePrimitiveId = halvePrimitiveId;
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}
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}
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}
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@ -135,6 +135,7 @@ namespace Ryujinx.Graphics.Shader
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default,
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false,
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false,
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false,
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false);
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}
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@ -84,6 +84,10 @@ namespace Ryujinx.Graphics.Shader.Instructions
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value = context.IConvertU32ToFP32(value);
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}
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}
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else if (offset == AttributeConsts.PrimitiveId && context.TranslatorContext.Definitions.HalvePrimitiveId)
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{
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value = context.ShiftRightS32(value, Const(1));
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}
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context.Copy(Register(rd), value);
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}
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@ -187,6 +191,12 @@ namespace Ryujinx.Graphics.Shader.Instructions
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}
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}
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}
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else if (op.Imm10 == AttributeConsts.PrimitiveId && context.TranslatorContext.Definitions.HalvePrimitiveId)
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{
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// If quads are used, but the host does not support them, they need to be converted to triangles.
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// Since each quad becomes 2 triangles, we need to compensate here and divide primitive ID by 2.
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res = context.ShiftRightS32(res, Const(1));
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}
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else if (op.Imm10 == AttributeConsts.FrontFacing && context.TranslatorContext.GpuAccessor.QueryHostHasFrontFacingBug())
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{
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// gl_FrontFacing sometimes has incorrect (flipped) values depending how it is accessed on Intel GPUs.
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@ -66,9 +66,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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if (nvHandle.AsgOp is not Operation handleOp ||
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handleOp.Inst != Instruction.Load ||
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handleOp.StorageKind != StorageKind.Input)
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(handleOp.StorageKind != StorageKind.Input && handleOp.StorageKind != StorageKind.StorageBuffer))
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{
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// Right now, we only allow bindless access when the handle comes from a shader input.
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// Right now, we only allow bindless access when the handle comes from a shader input or storage buffer.
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// This is an artificial limitation to prevent it from being used in cases where it
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// would have a large performance impact of loading all textures in the pool.
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// It might be removed in the future, if we can mitigate the performance impact.
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@ -45,6 +45,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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public bool YNegateEnabled => _graphicsState.YNegateEnabled;
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public bool OriginUpperLeft => _graphicsState.OriginUpperLeft;
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public bool HalvePrimitiveId => _graphicsState.HalvePrimitiveId;
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public ImapPixelType[] ImapTypes { get; }
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public bool IaIndexing { get; private set; }
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public bool OaIndexing { get; private set; }
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@ -691,6 +691,7 @@ namespace Ryujinx.Graphics.Vulkan
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supportsBgraFormat: true,
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supportsR4G4Format: false,
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supportsR4G4B4A4Format: supportsR4G4B4A4Format,
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supportsScaledVertexFormats: FormatCapabilities.SupportsScaledVertexFormats(),
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supportsSnormBufferTextureFormat: true,
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supports5BitComponentFormat: supports5BitComponentFormat,
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supportsSparseBuffer: features2.Features.SparseBinding && mainQueueProperties.QueueFlags.HasFlag(QueueFlags.SparseBindingBit),
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@ -705,7 +706,7 @@ namespace Ryujinx.Graphics.Vulkan
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supportsMismatchingViewFormat: true,
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supportsCubemapView: !IsAmdGcn,
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supportsNonConstantTextureOffset: false,
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supportsScaledVertexFormats: FormatCapabilities.SupportsScaledVertexFormats(),
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supportsQuads: false,
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supportsSeparateSampler: true,
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supportsShaderBallot: false,
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supportsShaderBarrierDivergence: Vendor != Vendor.Intel,
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