Vulkan: Use push descriptors for uniform bindings when possible (#6154)
* Fix Push Descriptors * Use push descriptor templates * Use reserved bindings * Formatting * Disable when using MVK ("my heart will go on" starts playing as thousands of mac users shed a tear in unison) * Introduce limit on push descriptor binding number The bitmask used for updating push descriptors is ulong, so only 64 bindings can be tracked for now. * Address feedback * Fix logic for binding rejection Should only offset limit when reserved bindings are less than the requested one. * Workaround pascal and older nv bug * Add GPU number detection for nvidia * Only do workaround if it's valid to do so.
This commit is contained in:
parent
e37735ed26
commit
4218311e6a
11 changed files with 395 additions and 16 deletions
|
@ -108,18 +108,25 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
|
||||
_shaders = internalShaders;
|
||||
|
||||
bool usePushDescriptors = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
|
||||
bool usePushDescriptors = !isMinimal &&
|
||||
VulkanConfiguration.UsePushDescriptors &&
|
||||
_gd.Capabilities.SupportsPushDescriptors &&
|
||||
!IsCompute &&
|
||||
CanUsePushDescriptors(gd, resourceLayout, IsCompute);
|
||||
|
||||
_plce = gd.PipelineLayoutCache.GetOrCreate(gd, device, resourceLayout.Sets, usePushDescriptors);
|
||||
ReadOnlyCollection<ResourceDescriptorCollection> sets = usePushDescriptors ?
|
||||
BuildPushDescriptorSets(gd, resourceLayout.Sets) : resourceLayout.Sets;
|
||||
|
||||
_plce = gd.PipelineLayoutCache.GetOrCreate(gd, device, sets, usePushDescriptors);
|
||||
|
||||
HasMinimalLayout = isMinimal;
|
||||
UsePushDescriptors = usePushDescriptors;
|
||||
|
||||
Stages = stages;
|
||||
|
||||
ClearSegments = BuildClearSegments(resourceLayout.Sets);
|
||||
ClearSegments = BuildClearSegments(sets);
|
||||
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages);
|
||||
Templates = BuildTemplates();
|
||||
Templates = BuildTemplates(usePushDescriptors);
|
||||
|
||||
_compileTask = Task.CompletedTask;
|
||||
_firstBackgroundUse = false;
|
||||
|
@ -139,6 +146,76 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
_firstBackgroundUse = !fromCache;
|
||||
}
|
||||
|
||||
private static bool CanUsePushDescriptors(VulkanRenderer gd, ResourceLayout layout, bool isCompute)
|
||||
{
|
||||
// If binding 3 is immediately used, use an alternate set of reserved bindings.
|
||||
ReadOnlyCollection<ResourceUsage> uniformUsage = layout.SetUsages[0].Usages;
|
||||
bool hasBinding3 = uniformUsage.Any(x => x.Binding == 3);
|
||||
int[] reserved = isCompute ? Array.Empty<int>() : gd.GetPushDescriptorReservedBindings(hasBinding3);
|
||||
|
||||
// Can't use any of the reserved usages.
|
||||
for (int i = 0; i < uniformUsage.Count; i++)
|
||||
{
|
||||
var binding = uniformUsage[i].Binding;
|
||||
|
||||
if (reserved.Contains(binding) ||
|
||||
binding >= Constants.MaxPushDescriptorBinding ||
|
||||
binding >= gd.Capabilities.MaxPushDescriptors + reserved.Count(id => id < binding))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static ReadOnlyCollection<ResourceDescriptorCollection> BuildPushDescriptorSets(
|
||||
VulkanRenderer gd,
|
||||
ReadOnlyCollection<ResourceDescriptorCollection> sets)
|
||||
{
|
||||
// The reserved bindings were selected when determining if push descriptors could be used.
|
||||
int[] reserved = gd.GetPushDescriptorReservedBindings(false);
|
||||
|
||||
var result = new ResourceDescriptorCollection[sets.Count];
|
||||
|
||||
for (int i = 0; i < sets.Count; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
// Push descriptors apply here. Remove reserved bindings.
|
||||
ResourceDescriptorCollection original = sets[i];
|
||||
|
||||
var pdUniforms = new ResourceDescriptor[original.Descriptors.Count];
|
||||
int j = 0;
|
||||
|
||||
foreach (ResourceDescriptor descriptor in original.Descriptors)
|
||||
{
|
||||
if (reserved.Contains(descriptor.Binding))
|
||||
{
|
||||
// If the binding is reserved, set its descriptor count to 0.
|
||||
pdUniforms[j++] = new ResourceDescriptor(
|
||||
descriptor.Binding,
|
||||
0,
|
||||
descriptor.Type,
|
||||
descriptor.Stages);
|
||||
}
|
||||
else
|
||||
{
|
||||
pdUniforms[j++] = descriptor;
|
||||
}
|
||||
}
|
||||
|
||||
result[i] = new ResourceDescriptorCollection(new(pdUniforms));
|
||||
}
|
||||
else
|
||||
{
|
||||
result[i] = sets[i];
|
||||
}
|
||||
}
|
||||
|
||||
return new(result);
|
||||
}
|
||||
|
||||
private static ResourceBindingSegment[][] BuildClearSegments(ReadOnlyCollection<ResourceDescriptorCollection> sets)
|
||||
{
|
||||
ResourceBindingSegment[][] segments = new ResourceBindingSegment[sets.Count][];
|
||||
|
@ -243,12 +320,18 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
return segments;
|
||||
}
|
||||
|
||||
private DescriptorSetTemplate[] BuildTemplates()
|
||||
private DescriptorSetTemplate[] BuildTemplates(bool usePushDescriptors)
|
||||
{
|
||||
var templates = new DescriptorSetTemplate[BindingSegments.Length];
|
||||
|
||||
for (int setIndex = 0; setIndex < BindingSegments.Length; setIndex++)
|
||||
{
|
||||
if (usePushDescriptors && setIndex == 0)
|
||||
{
|
||||
// Push descriptors get updated using templates owned by the pipeline layout.
|
||||
continue;
|
||||
}
|
||||
|
||||
ResourceBindingSegment[] segments = BindingSegments[setIndex];
|
||||
|
||||
if (segments != null && segments.Length > 0)
|
||||
|
@ -433,6 +516,11 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
return null;
|
||||
}
|
||||
|
||||
public DescriptorSetTemplate GetPushDescriptorTemplate(long updateMask)
|
||||
{
|
||||
return _plce.GetPushDescriptorTemplate(IsCompute ? PipelineBindPoint.Compute : PipelineBindPoint.Graphics, updateMask);
|
||||
}
|
||||
|
||||
public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
|
||||
{
|
||||
(_computePipelineCache ??= new()).Add(ref key, pipeline);
|
||||
|
@ -493,6 +581,11 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
return _plce.GetNewDescriptorSetCollection(setIndex, out isNew);
|
||||
}
|
||||
|
||||
public bool HasSameLayout(ShaderCollection other)
|
||||
{
|
||||
return other != null && _plce == other._plce;
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue