Vulkan: Improve texture barrier usage, timing and batching (#6240)
* WIP barrier batch * Add store op to image usage barrier * Dispose the barrier batch * Fix encoding? * Handle read and write on the load op barrier. Load op consumes read accesses but does not add one, as the only other operation that can read is another load. * Simplify null check * Insert barriers on program change in case stale bindings are reintroduced * Not sure how I messed this one up * Improve location of bindings barrier update This is also important for emergency deferred clear * Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs Co-authored-by: Mary Guillemard <thog@protonmail.com> --------- Co-authored-by: Mary Guillemard <thog@protonmail.com>
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18 changed files with 442 additions and 176 deletions
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@ -1,17 +1,20 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetImageCommand : IGALCommand, IGALCommand<SetImageCommand>
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{
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public readonly CommandType CommandType => CommandType.SetImage;
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private ShaderStage _stage;
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private int _binding;
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private TableRef<ITexture> _texture;
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private Format _imageFormat;
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public void Set(int binding, TableRef<ITexture> texture, Format imageFormat)
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public void Set(ShaderStage stage, int binding, TableRef<ITexture> texture, Format imageFormat)
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{
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_stage = stage;
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_binding = binding;
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_texture = texture;
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_imageFormat = imageFormat;
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@ -19,7 +22,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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public static void Run(ref SetImageCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetImage(command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base, command._imageFormat);
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renderer.Pipeline.SetImage(command._stage, command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base, command._imageFormat);
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}
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}
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}
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@ -177,9 +177,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetImage(int binding, ITexture texture, Format imageFormat)
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public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
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{
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_renderer.New<SetImageCommand>().Set(binding, Ref(texture), imageFormat);
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_renderer.New<SetImageCommand>().Set(stage, binding, Ref(texture), imageFormat);
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_renderer.QueueCommand();
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}
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