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>
This commit is contained in:
riperiperi 2023-01-13 00:31:21 +00:00 committed by GitHub
parent 30862b5ffd
commit 8fa248ceb4
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36 changed files with 739 additions and 61 deletions

View file

@ -1,5 +1,6 @@
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
@ -10,6 +11,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
internal class SpecializationStateUpdater
{
private readonly GpuContext _context;
private GpuChannelGraphicsState _graphics;
private GpuChannelPoolState _pool;
@ -18,6 +20,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private bool _changed;
/// <summary>
/// Creates a new instance of the specialization state updater class.
/// </summary>
/// <param name="context">GPU context</param>
public SpecializationStateUpdater(GpuContext context)
{
_context = context;
}
/// <summary>
/// Signal that the specialization state has changed.
/// </summary>
@ -232,6 +243,42 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
}
/// <summary>
/// Updates the type of the outputs produced by the fragment shader based on the current render target state.
/// </summary>
/// <param name="rtControl">The render target control register</param>
/// <param name="state">The color attachment state</param>
public void SetFragmentOutputTypes(RtControl rtControl, ref Array8<RtColorState> state)
{
bool changed = false;
int count = rtControl.UnpackCount();
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
int rtIndex = rtControl.UnpackPermutationIndex(index);
var colorState = state[rtIndex];
if (index < count && StateUpdater.IsRtEnabled(colorState))
{
Format format = colorState.Format.Convert().Format;
AttributeType type = format.IsInteger() ? (format.IsSint() ? AttributeType.Sint : AttributeType.Uint) : AttributeType.Float;
if (type != _graphics.FragmentOutputTypes[index])
{
_graphics.FragmentOutputTypes[index] = type;
changed = true;
}
}
}
if (changed && _context.Capabilities.NeedsFragmentOutputSpecialization)
{
Signal();
}
}
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>

View file

@ -138,6 +138,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_dirtyMask = ulong.MaxValue >> ((sizeof(ulong) * 8) - _callbacks.Length);
}
/// <summary>
/// Check if the given register group is dirty without clearing it.
/// </summary>
/// <param name="groupIndex">Index of the group to check</param>
/// <returns>True if dirty, false otherwise</returns>
public bool IsDirty(int groupIndex)
{
return (_dirtyMask & (1UL << groupIndex)) != 0;
}
/// <summary>
/// Check all the groups specified by <paramref name="checkMask"/> for modification, and update if modified.
/// </summary>

View file

@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
public const int ScissorStateIndex = 16;
public const int VertexBufferStateIndex = 0;
public const int PrimitiveRestartStateIndex = 12;
public const int RenderTargetStateIndex = 27;
private readonly GpuContext _context;
private readonly GpuChannel _channel;
@ -264,6 +265,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_prevTfEnable = false;
}
if (_updateTracker.IsDirty(RenderTargetStateIndex))
{
UpdateRenderTargetSpecialization();
}
_updateTracker.Update(ulong.MaxValue);
// If any state that the shader depends on changed,
@ -526,12 +532,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
}
/// <summary>
/// Updates specialization state based on render target state.
/// </summary>
public void UpdateRenderTargetSpecialization()
{
_currentSpecState.SetFragmentOutputTypes(_state.State.RtControl, ref _state.State.RtColorState);
}
/// <summary>
/// Checks if a render target color buffer is used.
/// </summary>
/// <param name="colorState">Color buffer information</param>
/// <returns>True if the specified buffer is enabled/used, false otherwise</returns>
private static bool IsRtEnabled(RtColorState colorState)
internal static bool IsRtEnabled(RtColorState colorState)
{
// Colors are disabled by writing 0 to the format.
return colorState.Format != 0 && colorState.WidthOrStride != 0;
@ -893,7 +907,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
format = Format.R32G32B32A32Float;
format = vertexAttrib.UnpackType() switch
{
VertexAttribType.Sint => Format.R32G32B32A32Sint,
VertexAttribType.Uint => Format.R32G32B32A32Uint,
_ => Format.R32G32B32A32Float
};
}
vertexAttribs[index] = new VertexAttribDescriptor(

View file

@ -71,7 +71,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
var spec = new SpecializationStateUpdater();
var spec = new SpecializationStateUpdater(context);
var drawState = new DrawState();
_drawManager = new DrawManager(context, channel, _state, drawState, spec);