Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
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4cc00bb4b1
commit
53d096e392
47 changed files with 996 additions and 262 deletions
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@ -20,8 +20,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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private readonly ShaderStage _stage;
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private readonly string _stagePrefix;
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private readonly int[] _cbSlotToBindingMap;
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private readonly int[] _sbSlotToBindingMap;
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private readonly SetBindingPair[] _cbSlotToBindingMap;
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private readonly SetBindingPair[] _sbSlotToBindingMap;
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private uint _sbSlotWritten;
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private readonly Dictionary<int, int> _sbSlots;
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@ -33,6 +33,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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private struct TextureMeta
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{
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public int Set;
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public int Binding;
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public bool AccurateType;
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public SamplerType Type;
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@ -64,10 +65,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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_stage = stage;
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_stagePrefix = GetShaderStagePrefix(stage);
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_cbSlotToBindingMap = new int[18];
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_sbSlotToBindingMap = new int[16];
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_cbSlotToBindingMap.AsSpan().Fill(-1);
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_sbSlotToBindingMap.AsSpan().Fill(-1);
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_cbSlotToBindingMap = new SetBindingPair[18];
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_sbSlotToBindingMap = new SetBindingPair[16];
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_cbSlotToBindingMap.AsSpan().Fill(new(-1, -1));
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_sbSlotToBindingMap.AsSpan().Fill(new(-1, -1));
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_sbSlots = new();
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_sbSlotsReverse = new();
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@ -146,16 +147,16 @@ namespace Ryujinx.Graphics.Shader.Translation
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public int GetConstantBufferBinding(int slot)
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{
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int binding = _cbSlotToBindingMap[slot];
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if (binding < 0)
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SetBindingPair setAndBinding = _cbSlotToBindingMap[slot];
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if (setAndBinding.Binding < 0)
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{
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binding = _gpuAccessor.CreateConstantBufferBinding(slot);
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_cbSlotToBindingMap[slot] = binding;
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setAndBinding = _gpuAccessor.CreateConstantBufferBinding(slot);
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_cbSlotToBindingMap[slot] = setAndBinding;
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string slotNumber = slot.ToString(CultureInfo.InvariantCulture);
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AddNewConstantBuffer(binding, $"{_stagePrefix}_c{slotNumber}");
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AddNewConstantBuffer(setAndBinding.SetIndex, setAndBinding.Binding, $"{_stagePrefix}_c{slotNumber}");
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}
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return binding;
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return setAndBinding.Binding;
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}
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public bool TryGetStorageBufferBinding(int sbCbSlot, int sbCbOffset, bool write, out int binding)
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@ -166,14 +167,14 @@ namespace Ryujinx.Graphics.Shader.Translation
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return false;
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}
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binding = _sbSlotToBindingMap[slot];
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SetBindingPair setAndBinding = _sbSlotToBindingMap[slot];
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if (binding < 0)
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if (setAndBinding.Binding < 0)
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{
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binding = _gpuAccessor.CreateStorageBufferBinding(slot);
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_sbSlotToBindingMap[slot] = binding;
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setAndBinding = _gpuAccessor.CreateStorageBufferBinding(slot);
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_sbSlotToBindingMap[slot] = setAndBinding;
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string slotNumber = slot.ToString(CultureInfo.InvariantCulture);
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AddNewStorageBuffer(binding, $"{_stagePrefix}_s{slotNumber}");
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AddNewStorageBuffer(setAndBinding.SetIndex, setAndBinding.Binding, $"{_stagePrefix}_s{slotNumber}");
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}
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if (write)
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@ -181,6 +182,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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_sbSlotWritten |= 1u << slot;
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}
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binding = setAndBinding.Binding;
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return true;
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}
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@ -208,7 +210,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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for (slot = 0; slot < _cbSlotToBindingMap.Length; slot++)
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{
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if (_cbSlotToBindingMap[slot] == binding)
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if (_cbSlotToBindingMap[slot].Binding == binding)
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{
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return true;
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}
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@ -218,7 +220,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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return false;
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}
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public int GetTextureOrImageBinding(
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public SetBindingPair GetTextureOrImageBinding(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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@ -240,7 +242,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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format = TextureFormat.Unknown;
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}
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int binding = GetTextureOrImageBinding(
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SetBindingPair setAndBinding = GetTextureOrImageBinding(
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cbufSlot,
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handle,
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arrayLength,
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@ -255,10 +257,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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_gpuAccessor.RegisterTexture(handle, cbufSlot);
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return binding;
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return setAndBinding;
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}
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private int GetTextureOrImageBinding(
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private SetBindingPair GetTextureOrImageBinding(
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int cbufSlot,
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int handle,
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int arrayLength,
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@ -311,21 +313,38 @@ namespace Ryujinx.Graphics.Shader.Translation
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UsageFlags = usageFlags,
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};
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int setIndex;
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int binding;
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if (dict.TryGetValue(info, out var existingMeta))
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{
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dict[info] = MergeTextureMeta(meta, existingMeta);
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setIndex = existingMeta.Set;
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binding = existingMeta.Binding;
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}
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else
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{
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bool isBuffer = (type & SamplerType.Mask) == SamplerType.TextureBuffer;
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if (arrayLength > 1 && (setIndex = _gpuAccessor.CreateExtraSet()) >= 0)
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{
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// We reserved an "extra set" for the array.
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// In this case the binding is always the first one (0).
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// Using separate sets for array is better as we need to do less descriptor set updates.
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binding = isImage
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? _gpuAccessor.CreateImageBinding(arrayLength, isBuffer)
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: _gpuAccessor.CreateTextureBinding(arrayLength, isBuffer);
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binding = 0;
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}
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else
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{
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bool isBuffer = (type & SamplerType.Mask) == SamplerType.TextureBuffer;
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SetBindingPair setAndBinding = isImage
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? _gpuAccessor.CreateImageBinding(arrayLength, isBuffer)
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: _gpuAccessor.CreateTextureBinding(arrayLength, isBuffer);
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setIndex = setAndBinding.SetIndex;
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binding = setAndBinding.Binding;
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}
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meta.Set = setIndex;
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meta.Binding = binding;
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dict.Add(info, meta);
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@ -355,7 +374,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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var definition = new TextureDefinition(
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isImage ? 3 : 2,
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setIndex,
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binding,
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arrayLength,
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separate,
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@ -373,11 +392,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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Properties.AddOrUpdateTexture(definition);
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}
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return binding;
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return new SetBindingPair(setIndex, binding);
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}
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private static TextureMeta MergeTextureMeta(TextureMeta meta, TextureMeta existingMeta)
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{
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meta.Set = existingMeta.Set;
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meta.Binding = existingMeta.Binding;
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meta.UsageFlags |= existingMeta.UsageFlags;
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@ -440,11 +460,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int slot = 0; slot < _cbSlotToBindingMap.Length; slot++)
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{
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int binding = _cbSlotToBindingMap[slot];
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SetBindingPair setAndBinding = _cbSlotToBindingMap[slot];
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if (binding >= 0 && _usedConstantBufferBindings.Contains(binding))
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if (setAndBinding.Binding >= 0 && _usedConstantBufferBindings.Contains(setAndBinding.Binding))
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{
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descriptors[descriptorIndex++] = new BufferDescriptor(binding, slot);
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descriptors[descriptorIndex++] = new BufferDescriptor(setAndBinding.SetIndex, setAndBinding.Binding, slot);
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}
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}
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@ -464,13 +484,13 @@ namespace Ryujinx.Graphics.Shader.Translation
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foreach ((int key, int slot) in _sbSlots)
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{
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int binding = _sbSlotToBindingMap[slot];
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SetBindingPair setAndBinding = _sbSlotToBindingMap[slot];
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if (binding >= 0)
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if (setAndBinding.Binding >= 0)
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{
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(int sbCbSlot, int sbCbOffset) = UnpackSbCbInfo(key);
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BufferUsageFlags flags = (_sbSlotWritten & (1u << slot)) != 0 ? BufferUsageFlags.Write : BufferUsageFlags.None;
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descriptors[descriptorIndex++] = new BufferDescriptor(binding, slot, sbCbSlot, sbCbOffset, flags);
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descriptors[descriptorIndex++] = new BufferDescriptor(setAndBinding.SetIndex, setAndBinding.Binding, slot, sbCbSlot, sbCbOffset, flags);
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}
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}
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@ -507,6 +527,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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descriptors.Add(new TextureDescriptor(
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meta.Set,
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meta.Binding,
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meta.Type,
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info.Format,
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@ -527,6 +548,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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descriptors.Add(new TextureDescriptor(
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meta.Set,
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meta.Binding,
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meta.Type,
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info.Format,
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@ -587,24 +609,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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return false;
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}
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private void AddNewConstantBuffer(int binding, string name)
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private void AddNewConstantBuffer(int setIndex, int binding, string name)
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{
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StructureType type = new(new[]
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{
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new StructureField(AggregateType.Array | AggregateType.Vector4 | AggregateType.FP32, "data", Constants.ConstantBufferSize / 16),
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});
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Properties.AddOrUpdateConstantBuffer(new(BufferLayout.Std140, 0, binding, name, type));
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Properties.AddOrUpdateConstantBuffer(new(BufferLayout.Std140, setIndex, binding, name, type));
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}
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private void AddNewStorageBuffer(int binding, string name)
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private void AddNewStorageBuffer(int setIndex, int binding, string name)
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{
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StructureType type = new(new[]
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{
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new StructureField(AggregateType.Array | AggregateType.U32, "data", 0),
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});
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Properties.AddOrUpdateStorageBuffer(new(BufferLayout.Std430, 1, binding, name, type));
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Properties.AddOrUpdateStorageBuffer(new(BufferLayout.Std430, setIndex, binding, name, type));
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}
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public static string GetShaderStagePrefix(ShaderStage stage)
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