Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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83 changed files with 3263 additions and 955 deletions
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@ -30,6 +30,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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PrimitiveTopology = 1 << 1,
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TransformFeedback = 1 << 3,
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TextureArrayFromBuffer = 1 << 4,
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}
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private QueriedStateFlags _queriedState;
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@ -153,6 +154,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;
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private readonly Dictionary<TextureKey, int> _textureArraySpecialization;
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private KeyValuePair<TextureKey, Box<TextureSpecializationState>>[] _allTextures;
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private Box<TextureSpecializationState>[][] _textureByBinding;
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private Box<TextureSpecializationState>[][] _imageByBinding;
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@ -163,6 +165,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private ShaderSpecializationState()
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{
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_textureSpecialization = new Dictionary<TextureKey, Box<TextureSpecializationState>>();
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_textureArraySpecialization = new Dictionary<TextureKey, int>();
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}
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/// <summary>
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@ -323,6 +326,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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state.Value.CoordNormalized = coordNormalized;
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}
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/// <summary>
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/// Indicates that the coordinate normalization state of a given texture was used during the shader translation process.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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/// <param name="length">Number of elements in the texture array</param>
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public void RegisterTextureArrayLengthFromBuffer(int stageIndex, int handle, int cbufSlot, int length)
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{
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_textureArraySpecialization[new TextureKey(stageIndex, handle, cbufSlot)] = length;
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_queriedState |= QueriedStateFlags.TextureArrayFromBuffer;
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}
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/// <summary>
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/// Indicates that the format of a given texture was used during the shader translation process.
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/// </summary>
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@ -379,6 +395,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return GetTextureSpecState(stageIndex, handle, cbufSlot) != null;
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}
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/// <summary>
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/// Checks if a given texture array (from constant buffer) was registerd on this specialization state.
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public bool TextureArrayFromBufferRegistered(int stageIndex, int handle, int cbufSlot)
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{
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return _textureArraySpecialization.ContainsKey(new TextureKey(stageIndex, handle, cbufSlot));
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}
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/// <summary>
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/// Gets the recorded format of a given texture.
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/// </summary>
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@ -413,6 +440,17 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return GetTextureSpecState(stageIndex, handle, cbufSlot).Value.CoordNormalized;
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}
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/// <summary>
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/// Gets the recorded length of a given texture array (from constant buffer).
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/// </summary>
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/// <param name="stageIndex">Shader stage where the texture is used</param>
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/// <param name="handle">Offset in words of the texture handle on the texture buffer</param>
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/// <param name="cbufSlot">Slot of the texture buffer constant buffer</param>
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public int GetTextureArrayFromBufferLength(int stageIndex, int handle, int cbufSlot)
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{
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return _textureArraySpecialization[new TextureKey(stageIndex, handle, cbufSlot)];
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}
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/// <summary>
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/// Gets texture specialization state for a given texture, or create a new one if not present.
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/// </summary>
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@ -548,6 +586,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return Matches(channel, ref poolState, checkTextures, isCompute: false);
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}
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/// <summary>
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/// Converts special vertex attribute groups to their generic equivalents, for comparison purposes.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="type">Vertex attribute type</param>
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/// <returns>Filtered attribute</returns>
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private static AttributeType FilterAttributeType(GpuChannel channel, AttributeType type)
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{
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type &= ~(AttributeType.Packed | AttributeType.PackedRgb10A2Signed);
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@ -838,6 +882,22 @@ namespace Ryujinx.Graphics.Gpu.Shader
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specState._textureSpecialization[textureKey] = textureState;
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}
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if (specState._queriedState.HasFlag(QueriedStateFlags.TextureArrayFromBuffer))
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{
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dataReader.Read(ref count);
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for (int index = 0; index < count; index++)
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{
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TextureKey textureKey = default;
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int length = 0;
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dataReader.ReadWithMagicAndSize(ref textureKey, TexkMagic);
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dataReader.Read(ref length);
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specState._textureArraySpecialization[textureKey] = length;
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}
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}
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return specState;
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}
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@ -902,6 +962,21 @@ namespace Ryujinx.Graphics.Gpu.Shader
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dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
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dataWriter.WriteWithMagicAndSize(ref textureState.Value, TexsMagic);
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}
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if (_queriedState.HasFlag(QueriedStateFlags.TextureArrayFromBuffer))
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{
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count = (ushort)_textureArraySpecialization.Count;
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dataWriter.Write(ref count);
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foreach (var kv in _textureArraySpecialization)
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{
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var textureKey = kv.Key;
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var length = kv.Value;
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dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
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dataWriter.Write(ref length);
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}
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}
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}
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}
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}
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