Optimize Texture Binding and Shader Specialization Checks (#3399)

* Changes 1

* Changes 2

* Better ModifiedSequence handling

This should handle PreciseEvents properly, and simplifies a few things.

* Minor changes, remove debug log

* Handle stage.Info being null

Hopefully fixes Catherine crash

* Fix shader specialization fast texture lookup

* Fix some things.

* Address Feedback Part 1

* Make method static.
This commit is contained in:
riperiperi 2022-06-17 17:09:14 +01:00 committed by GitHub
parent d987cacfb7
commit 99ffc061d3
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 766 additions and 180 deletions

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@ -1,5 +1,6 @@
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Shader;
using System;
namespace Ryujinx.Graphics.Gpu.Image
@ -10,9 +11,11 @@ namespace Ryujinx.Graphics.Gpu.Image
class TextureManager : IDisposable
{
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly TextureBindingsManager _cpBindingsManager;
private readonly TextureBindingsManager _gpBindingsManager;
private readonly TexturePoolCache _texturePoolCache;
private readonly Texture[] _rtColors;
private readonly ITexture[] _rtHostColors;
@ -35,6 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Image
public TextureManager(GpuContext context, GpuChannel channel)
{
_context = context;
_channel = channel;
TexturePoolCache texturePoolCache = new TexturePoolCache(context);
@ -43,6 +47,7 @@ namespace Ryujinx.Graphics.Gpu.Image
_cpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: true);
_gpBindingsManager = new TextureBindingsManager(context, channel, texturePoolCache, scales, isCompute: false);
_texturePoolCache = texturePoolCache;
_rtColors = new Texture[Constants.TotalRenderTargets];
_rtHostColors = new ITexture[Constants.TotalRenderTargets];
@ -99,6 +104,16 @@ namespace Ryujinx.Graphics.Gpu.Image
_cpBindingsManager.SetTextureBufferIndex(index);
}
/// <summary>
/// Sets the max binding indexes on the compute pipeline.
/// </summary>
/// <param name="maxTextureBinding">The maximum texture binding</param>
/// <param name="maxImageBinding">The maximum image binding</param>
public void SetComputeMaxBindings(int maxTextureBinding, int maxImageBinding)
{
_cpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
}
/// <summary>
/// Sets the texture constant buffer index on the graphics pipeline.
/// </summary>
@ -108,6 +123,16 @@ namespace Ryujinx.Graphics.Gpu.Image
_gpBindingsManager.SetTextureBufferIndex(index);
}
/// <summary>
/// Sets the max binding indexes on the graphics pipeline.
/// </summary>
/// <param name="maxTextureBinding">The maximum texture binding</param>
/// <param name="maxImageBinding">The maximum image binding</param>
public void SetGraphicsMaxBindings(int maxTextureBinding, int maxImageBinding)
{
_gpBindingsManager.SetMaxBindings(maxTextureBinding, maxImageBinding);
}
/// <summary>
/// Sets the current sampler pool on the compute pipeline.
/// </summary>
@ -335,25 +360,48 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Commits bindings on the compute pipeline.
/// </summary>
public void CommitComputeBindings()
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
public bool CommitComputeBindings(ShaderSpecializationState specState)
{
// Every time we switch between graphics and compute work,
// we must rebind everything.
// Since compute work happens less often, we always do that
// before and after the compute dispatch.
_cpBindingsManager.Rebind();
_cpBindingsManager.CommitBindings();
bool result = _cpBindingsManager.CommitBindings(specState);
_gpBindingsManager.Rebind();
return result;
}
/// <summary>
/// Commits bindings on the graphics pipeline.
/// </summary>
public void CommitGraphicsBindings()
/// <param name="specState">Specialization state for the bound shader</param>
/// <returns>True if all bound textures match the current shader specialization state, false otherwise</returns>
public bool CommitGraphicsBindings(ShaderSpecializationState specState)
{
_gpBindingsManager.CommitBindings();
bool result = _gpBindingsManager.CommitBindings(specState);
UpdateRenderTargets();
return result;
}
/// <summary>
/// Returns a texture pool from the cache, with the given address and maximum id.
/// </summary>
/// <param name="poolGpuVa">GPU virtual address of the texture pool</param>
/// <param name="maximumId">Maximum ID of the texture pool</param>
/// <returns>The texture pool</returns>
public TexturePool GetTexturePool(ulong poolGpuVa, int maximumId)
{
ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, poolAddress, maximumId);
return texturePool;
}
/// <summary>