Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
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36 changed files with 739 additions and 61 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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@ -10,6 +11,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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internal class SpecializationStateUpdater
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{
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private readonly GpuContext _context;
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private GpuChannelGraphicsState _graphics;
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private GpuChannelPoolState _pool;
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@ -18,6 +20,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private bool _changed;
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/// <summary>
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/// Creates a new instance of the specialization state updater class.
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/// </summary>
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/// <param name="context">GPU context</param>
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public SpecializationStateUpdater(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Signal that the specialization state has changed.
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/// </summary>
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@ -232,6 +243,42 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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}
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/// <summary>
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/// Updates the type of the outputs produced by the fragment shader based on the current render target state.
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/// </summary>
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/// <param name="rtControl">The render target control register</param>
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/// <param name="state">The color attachment state</param>
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public void SetFragmentOutputTypes(RtControl rtControl, ref Array8<RtColorState> state)
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{
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bool changed = false;
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int count = rtControl.UnpackCount();
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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{
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int rtIndex = rtControl.UnpackPermutationIndex(index);
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var colorState = state[rtIndex];
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if (index < count && StateUpdater.IsRtEnabled(colorState))
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{
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Format format = colorState.Format.Convert().Format;
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AttributeType type = format.IsInteger() ? (format.IsSint() ? AttributeType.Sint : AttributeType.Uint) : AttributeType.Float;
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if (type != _graphics.FragmentOutputTypes[index])
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{
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_graphics.FragmentOutputTypes[index] = type;
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changed = true;
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}
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}
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}
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if (changed && _context.Capabilities.NeedsFragmentOutputSpecialization)
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{
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Signal();
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}
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}
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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@ -138,6 +138,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_dirtyMask = ulong.MaxValue >> ((sizeof(ulong) * 8) - _callbacks.Length);
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}
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/// <summary>
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/// Check if the given register group is dirty without clearing it.
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/// </summary>
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/// <param name="groupIndex">Index of the group to check</param>
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/// <returns>True if dirty, false otherwise</returns>
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public bool IsDirty(int groupIndex)
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{
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return (_dirtyMask & (1UL << groupIndex)) != 0;
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}
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/// <summary>
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/// Check all the groups specified by <paramref name="checkMask"/> for modification, and update if modified.
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/// </summary>
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@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public const int ScissorStateIndex = 16;
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public const int VertexBufferStateIndex = 0;
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public const int PrimitiveRestartStateIndex = 12;
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public const int RenderTargetStateIndex = 27;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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@ -264,6 +265,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_prevTfEnable = false;
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}
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if (_updateTracker.IsDirty(RenderTargetStateIndex))
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{
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UpdateRenderTargetSpecialization();
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}
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_updateTracker.Update(ulong.MaxValue);
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// If any state that the shader depends on changed,
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}
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}
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/// <summary>
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/// Updates specialization state based on render target state.
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/// </summary>
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public void UpdateRenderTargetSpecialization()
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{
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_currentSpecState.SetFragmentOutputTypes(_state.State.RtControl, ref _state.State.RtColorState);
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}
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/// <summary>
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/// Checks if a render target color buffer is used.
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/// </summary>
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/// <param name="colorState">Color buffer information</param>
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/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
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private static bool IsRtEnabled(RtColorState colorState)
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internal static bool IsRtEnabled(RtColorState colorState)
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{
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// Colors are disabled by writing 0 to the format.
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return colorState.Format != 0 && colorState.WidthOrStride != 0;
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@ -893,7 +907,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
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format = Format.R32G32B32A32Float;
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format = vertexAttrib.UnpackType() switch
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{
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VertexAttribType.Sint => Format.R32G32B32A32Sint,
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VertexAttribType.Uint => Format.R32G32B32A32Uint,
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_ => Format.R32G32B32A32Float
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};
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}
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vertexAttribs[index] = new VertexAttribDescriptor(
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@ -71,7 +71,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
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var spec = new SpecializationStateUpdater();
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var spec = new SpecializationStateUpdater(context);
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var drawState = new DrawState();
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_drawManager = new DrawManager(context, channel, _state, drawState, spec);
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