Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve (#3723)
* Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve * FramebufferParams is no longer required there * Implement Specialization Constants and merge CopyMS Shaders (#15) * Vulkan: Initial Specialization Constants * Replace with specialized helper shader * Reimplement everything Fix nonexistant interaction with Ryu pipeline caching Decouple specialization info from data and relocate them Generalize mapping and add type enum to better match spv types Use local fixed scopes instead of global unmanaged allocs * Fix misses in initial implementation Use correct info variable in Create2DLayerView Add ShaderStorageImageMultisample to required feature set * Use texture for source image * No point in using ReadOnlyMemory * Apply formatting feedback Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Apply formatting suggestions on shader source Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Support conversion with samples count that does not match the requested count, other minor changes Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
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14 changed files with 997 additions and 222 deletions
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@ -18,6 +18,7 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly IProgram _programColorBlitClearAlpha;
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private readonly IProgram _programColorClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programColorCopyBetweenMsNonMs;
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public HelperShader(VulkanRenderer gd, Device device)
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{
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@ -73,6 +74,20 @@ namespace Ryujinx.Graphics.Vulkan
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{
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new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, strideChangeBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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var colorCopyMSBindings = new ShaderBindings(
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new[] { 0 },
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Array.Empty<int>(),
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new[] { 0 },
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new[] { 0 });
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_programColorCopyBetweenMsNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorCopyBetweenMsNonMs, colorCopyMSBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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}, new[]
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{
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new SpecDescription((0, SpecConstType.Int32))
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});
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}
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public void Blit(
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@ -136,11 +151,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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Span<BufferRange> bufferRanges = stackalloc BufferRange[1];
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bufferRanges[0] = new BufferRange(bufferHandle, 0, RegionBufferSize);
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_pipeline.SetUniformBuffers(1, bufferRanges);
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_pipeline.SetUniformBuffers(1, stackalloc[] { new BufferRange(bufferHandle, 0, RegionBufferSize) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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@ -203,11 +214,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.BufferManager.SetData<float>(bufferHandle, 0, clearColor);
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Span<BufferRange> bufferRanges = stackalloc BufferRange[1];
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bufferRanges[0] = new BufferRange(bufferHandle, 0, ClearColorBufferSize);
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_pipeline.SetUniformBuffers(1, bufferRanges);
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_pipeline.SetUniformBuffers(1, stackalloc[] { new BufferRange(bufferHandle, 0, ClearColorBufferSize) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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@ -269,11 +276,7 @@ namespace Ryujinx.Graphics.Vulkan
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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Span<BufferRange> bufferRanges = stackalloc BufferRange[1];
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bufferRanges[0] = new BufferRange(bufferHandle, 0, RegionBufferSize);
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pipeline.SetUniformBuffers(1, bufferRanges);
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pipeline.SetUniformBuffers(1, stackalloc[] { new BufferRange(bufferHandle, 0, RegionBufferSize) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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@ -351,11 +354,7 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetCommandBuffer(cbs);
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Span<BufferRange> cbRanges = stackalloc BufferRange[1];
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cbRanges[0] = new BufferRange(bufferHandle, 0, ParamsBufferSize);
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_pipeline.SetUniformBuffers(0, cbRanges);
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_pipeline.SetUniformBuffers(0, stackalloc[] { new BufferRange(bufferHandle, 0, ParamsBufferSize) });
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Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
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@ -480,12 +479,207 @@ namespace Ryujinx.Graphics.Vulkan
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convertedCount * outputIndexSize);
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}
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public void CopyMSToNonMS(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, int srcLayer, int dstLayer, int depth)
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{
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CopyMS(gd, cbs, src, dst, srcLayer, dstLayer, depth, src.Info.Samples, dst.Info.Width, dst.Info.Height);
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}
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public void CopyNonMSToMS(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, int srcLayer, int dstLayer, int depth)
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{
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CopyMS(gd, cbs, src, dst, srcLayer, dstLayer, depth, dst.Info.Samples, src.Info.Width, src.Info.Height);
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}
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private void CopyMS(
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VulkanRenderer gd,
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CommandBufferScoped cbs,
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TextureView src,
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TextureView dst,
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int srcLayer,
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int dstLayer,
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int depth,
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int samples,
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int nonMSWidth,
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int nonMSHeight)
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{
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const int ParamsBufferSize = 16;
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Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
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// X and Y are the expected texture samples.
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// Z and W are the actual texture samples used.
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// They may differ if the GPU does not support the samples count requested and we had to use a lower amount.
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(shaderParams[0], shaderParams[1]) = GetSampleCountXYLog2(samples);
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(shaderParams[2], shaderParams[3]) = GetSampleCountXYLog2((int)TextureStorage.ConvertToSampleCountFlags((uint)samples));
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize, false);
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gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
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TextureView.InsertImageBarrier(
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gd.Api,
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cbs.CommandBuffer,
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src.GetImage().Get(cbs).Value,
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TextureStorage.DefaultAccessMask,
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AccessFlags.AccessShaderReadBit,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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PipelineStageFlags.PipelineStageComputeShaderBit,
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ImageAspectFlags.ImageAspectColorBit,
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src.FirstLayer + srcLayer,
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src.FirstLevel,
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depth,
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1);
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_programColorCopyBetweenMsNonMs);
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var format = GetFormat(src.Info.BytesPerPixel);
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int dispatchX = (nonMSWidth + 31) / 32;
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int dispatchY = (nonMSHeight + 31) / 32;
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// Specialize shader.
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bool srcIsMs = src.Info.Target.IsMultisample();
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int conversionType = srcIsMs ? src.Info.BytesPerPixel : -src.Info.BytesPerPixel;
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_pipeline.Specialize(conversionType);
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_pipeline.SetUniformBuffers(0, stackalloc[] { new BufferRange(bufferHandle, 0, ParamsBufferSize) });
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if (src.Info.Target == Target.Texture2DMultisampleArray ||
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dst.Info.Target == Target.Texture2DMultisampleArray)
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{
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for (int z = 0; z < depth; z++)
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{
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var srcView = Create2DLayerView(src, srcLayer + z, format);
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var dstView = Create2DLayerView(dst, dstLayer + z);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
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_pipeline.SetImage(0, dstView, format);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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srcView.Release();
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dstView.Release();
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}
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}
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else
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{
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var srcView = Create2DLayerView(src, srcLayer, format);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
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_pipeline.SetImage(0, dst, format);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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srcView.Release();
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}
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gd.BufferManager.Delete(bufferHandle);
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_pipeline.Finish(gd, cbs);
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TextureView.InsertImageBarrier(
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gd.Api,
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cbs.CommandBuffer,
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dst.GetImage().Get(cbs).Value,
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AccessFlags.AccessShaderWriteBit,
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TextureStorage.DefaultAccessMask,
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PipelineStageFlags.PipelineStageComputeShaderBit,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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ImageAspectFlags.ImageAspectColorBit,
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dst.FirstLayer + dstLayer,
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dst.FirstLevel,
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depth,
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1);
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}
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private static (int, int) GetSampleCountXYLog2(int samples)
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{
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int samplesInXLog2 = 0;
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int samplesInYLog2 = 0;
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switch (samples)
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{
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case 2: // 2x1
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samplesInXLog2 = 1;
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break;
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case 4: // 2x2
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samplesInXLog2 = 1;
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samplesInYLog2 = 1;
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break;
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case 8: // 4x2
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samplesInXLog2 = 2;
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samplesInYLog2 = 1;
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break;
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case 16: // 4x4
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samplesInXLog2 = 2;
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samplesInYLog2 = 2;
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break;
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case 32: // 8x4
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samplesInXLog2 = 3;
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samplesInYLog2 = 2;
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break;
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case 64: // 8x8
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samplesInXLog2 = 3;
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samplesInYLog2 = 3;
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break;
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}
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return (samplesInXLog2, samplesInYLog2);
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}
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private static ITexture Create2DLayerView(TextureView from, int layer, GAL.Format? format = null)
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{
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var target = from.Info.Target switch
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{
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Target.Texture1DArray => Target.Texture1D,
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Target.Texture2DArray => Target.Texture2D,
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Target.Texture2DMultisampleArray => Target.Texture2DMultisample,
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_ => from.Info.Target
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};
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var info = new TextureCreateInfo(
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from.Info.Width,
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from.Info.Height,
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from.Info.Depth,
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1,
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from.Info.Samples,
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from.Info.BlockWidth,
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from.Info.BlockHeight,
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from.Info.BytesPerPixel,
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format ?? from.Info.Format,
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from.Info.DepthStencilMode,
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target,
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from.Info.SwizzleR,
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from.Info.SwizzleG,
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from.Info.SwizzleB,
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from.Info.SwizzleA);
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return from.CreateView(info, layer, 0);
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}
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private static GAL.Format GetFormat(int bytesPerPixel)
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{
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return bytesPerPixel switch
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{
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1 => GAL.Format.R8Uint,
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2 => GAL.Format.R16Uint,
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4 => GAL.Format.R32Uint,
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8 => GAL.Format.R32G32Uint,
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16 => GAL.Format.R32G32B32A32Uint,
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_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
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};
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_programColorBlitClearAlpha.Dispose();
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_programColorBlit.Dispose();
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_programColorClear.Dispose();
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_programStrideChange.Dispose();
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_programColorCopyBetweenMsNonMs.Dispose();
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_samplerNearest.Dispose();
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_samplerLinear.Dispose();
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_pipeline.Dispose();
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