Vulkan: Defer guest barriers, and improve image barrier timings (#7012)
* More guarantees for buffer correct placement, defer guest requested buffers * Split RP on indirect barrier rn * Better handling for feedback loops. * Qualcomm barriers suck too * Fix condition * Remove unused field * Allow render pass barriers on turnip for now
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18 changed files with 452 additions and 156 deletions
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@ -1,5 +1,7 @@
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Vulkan
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{
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@ -29,10 +31,13 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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private readonly record struct ForcedFence(TextureStorage Texture, PipelineStageFlags StageFlags);
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private readonly TextureView[] _textures;
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private readonly Auto<DisposableRenderPass> _renderPass;
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private readonly HashTableSlim<FramebufferCacheKey, Auto<DisposableFramebuffer>> _framebuffers;
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private readonly RenderPassCacheKey _key;
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private readonly List<ForcedFence> _forcedFences;
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public unsafe RenderPassHolder(VulkanRenderer gd, Device device, RenderPassCacheKey key, FramebufferParams fb)
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{
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@ -105,7 +110,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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var subpassDependency = PipelineConverter.CreateSubpassDependency();
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var subpassDependency = PipelineConverter.CreateSubpassDependency(gd);
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fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
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{
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@ -138,6 +143,8 @@ namespace Ryujinx.Graphics.Vulkan
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_textures = textures;
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_key = key;
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_forcedFences = new List<ForcedFence>();
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}
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public Auto<DisposableFramebuffer> GetFramebuffer(VulkanRenderer gd, CommandBufferScoped cbs, FramebufferParams fb)
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@ -159,6 +166,37 @@ namespace Ryujinx.Graphics.Vulkan
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return _renderPass;
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}
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public void AddForcedFence(TextureStorage storage, PipelineStageFlags stageFlags)
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{
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if (!_forcedFences.Any(fence => fence.Texture == storage))
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{
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_forcedFences.Add(new ForcedFence(storage, stageFlags));
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}
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}
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public void InsertForcedFences(CommandBufferScoped cbs)
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{
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if (_forcedFences.Count > 0)
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{
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_forcedFences.RemoveAll((entry) =>
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{
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if (entry.Texture.Disposed)
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{
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return true;
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}
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entry.Texture.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, entry.StageFlags);
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return false;
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});
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}
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}
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public bool ContainsAttachment(TextureStorage storage)
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{
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return _textures.Any(view => view.Storage == storage);
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}
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public void Dispose()
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{
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// Dispose all framebuffers.
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