Vulkan: Add workarounds for MoltenVK (#4202)
* Add MVK basics. * Use appropriate output attribute types * 4kb vertex alignment, bunch of fixes * Add reduced shader precision mode for mvk. * Disable ASTC on MVK for now * Only request robustnes2 when it is available. * It's just the one feature actually * Add triangle fan conversion * Allow NullDescriptor on MVK for some reason. * Force safe blit on MoltenVK * Use ASTC only when formats are all available. * Disable multilevel 3d texture views * Filter duplicate render targets (on backend) * Add Automatic MoltenVK Configuration * Do not create color attachment views with formats that are not RT compatible * Make sure that the host format matches the vertex shader input types for invalid/unknown guest formats * FIx rebase for Vertex Attrib State * Fix 4b alignment for vertex * Use asynchronous queue submits for MVK * Ensure color clear shader has correct output type * Update MoltenVK config * Always use MoltenVK workarounds on MacOS * Make MVK supersede all vendors * Fix rebase * Various fixes on rebase * Get portability flags from extension * Fix some minor rebasing issues * Style change * Use LibraryImport for MVKConfiguration * Rename MoltenVK vendor to Apple Intel and AMD GPUs on moltenvk report with the those vendors - only apple silicon reports with vendor 0x106B. * Fix features2 rebase conflict * Rename fragment output type * Add missing check for fragment output types Might have caused the crash in MK8 * Only do fragment output specialization on MoltenVK * Avoid copy when passing capabilities * Self feedback * Address feedback Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: nastys <nastys@users.noreply.github.com>
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36 changed files with 739 additions and 61 deletions
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@ -2,6 +2,7 @@
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using Ryujinx.Graphics.Shader;
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using Silk.NET.Vulkan;
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using System;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@ -50,6 +51,11 @@ namespace Ryujinx.Graphics.Vulkan
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private Auto<DisposableRenderPass> _renderPass;
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private int _writtenAttachmentCount;
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private bool _framebufferUsingColorWriteMask;
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private ITexture[] _preMaskColors;
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private ITexture _preMaskDepthStencil;
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private readonly DescriptorSetUpdater _descriptorSetUpdater;
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private IndexBufferState _indexBuffer;
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@ -905,22 +911,35 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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SignalStateChange();
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if (writtenAttachments != _writtenAttachmentCount)
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if (_framebufferUsingColorWriteMask)
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{
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SignalAttachmentChange();
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_writtenAttachmentCount = writtenAttachments;
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SetRenderTargetsInternal(_preMaskColors, _preMaskDepthStencil, true);
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}
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else
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{
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SignalStateChange();
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if (writtenAttachments != _writtenAttachmentCount)
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{
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SignalAttachmentChange();
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_writtenAttachmentCount = writtenAttachments;
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}
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}
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}
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private void SetRenderTargetsInternal(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
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{
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FramebufferParams?.UpdateModifications();
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CreateFramebuffer(colors, depthStencil, filterWriteMasked);
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CreateRenderPass();
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SignalStateChange();
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SignalAttachmentChange();
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}
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public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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FramebufferParams?.UpdateModifications();
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CreateFramebuffer(colors, depthStencil);
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CreateRenderPass();
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SignalStateChange();
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SignalAttachmentChange();
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_framebufferUsingColorWriteMask = false;
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SetRenderTargetsInternal(colors, depthStencil, Gd.IsTBDR);
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}
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public void SetRenderTargetScale(float scale)
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@ -1102,7 +1121,7 @@ namespace Ryujinx.Graphics.Vulkan
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int vbSize = vertexBuffer.Buffer.Size;
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if (Gd.Vendor == Vendor.Amd && vertexBuffer.Stride > 0)
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if (Gd.Vendor == Vendor.Amd && !Gd.IsMoltenVk && vertexBuffer.Stride > 0)
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{
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// AMD has a bug where if offset + stride * count is greater than
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// the size, then the last attribute will have the wrong value.
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@ -1119,7 +1138,8 @@ namespace Ryujinx.Graphics.Vulkan
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buffer.Dispose();
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if ((vertexBuffer.Stride % FormatExtensions.MaxBufferFormatScalarSize) == 0)
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if (!Gd.Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.VertexBufferAlignment4B) &&
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(vertexBuffer.Stride % FormatExtensions.MaxBufferFormatScalarSize) == 0)
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{
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buffer = new VertexBufferState(
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vb,
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@ -1259,8 +1279,62 @@ namespace Ryujinx.Graphics.Vulkan
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_currentPipelineHandle = 0;
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}
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private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil)
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private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
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{
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if (filterWriteMasked)
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{
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// TBDR GPUs don't work properly if the same attachment is bound to multiple targets,
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// due to each attachment being a copy of the real attachment, rather than a direct write.
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// Just try to remove duplicate attachments.
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// Save a copy of the array to rebind when mask changes.
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void maskOut()
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{
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if (!_framebufferUsingColorWriteMask)
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{
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_preMaskColors = colors.ToArray();
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_preMaskDepthStencil = depthStencil;
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}
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// If true, then the framebuffer must be recreated when the mask changes.
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_framebufferUsingColorWriteMask = true;
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}
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// Look for textures that are masked out.
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for (int i = 0; i < colors.Length; i++)
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{
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if (colors[i] == null)
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{
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continue;
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}
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ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
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for (int j = 0; j < i; j++)
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{
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// Check each binding for a duplicate binding before it.
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if (colors[i] == colors[j])
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{
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// Prefer the binding with no write mask.
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ref var vkBlend2 = ref _newState.Internal.ColorBlendAttachmentState[j];
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if (vkBlend.ColorWriteMask == 0)
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{
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colors[i] = null;
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maskOut();
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}
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else if (vkBlend2.ColorWriteMask == 0)
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{
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colors[j] = null;
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maskOut();
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}
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}
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}
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}
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}
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FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
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UpdatePipelineAttachmentFormats();
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}
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