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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@ -94,8 +94,14 @@ namespace Ryujinx.Graphics.Vulkan
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var subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, layers);
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var subresourceRangeDepth = new ImageSubresourceRange(aspectFlagsDepth, (uint)firstLevel, levels, (uint)firstLayer, layers);
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unsafe Auto<DisposableImageView> CreateImageView(ComponentMapping cm, ImageSubresourceRange sr, ImageViewType viewType)
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unsafe Auto<DisposableImageView> CreateImageView(ComponentMapping cm, ImageSubresourceRange sr, ImageViewType viewType, ImageUsageFlags usageFlags = 0)
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{
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var usage = new ImageViewUsageCreateInfo()
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{
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SType = StructureType.ImageViewUsageCreateInfo,
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Usage = usageFlags
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};
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var imageCreateInfo = new ImageViewCreateInfo()
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{
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SType = StructureType.ImageViewCreateInfo,
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@ -103,7 +109,8 @@ namespace Ryujinx.Graphics.Vulkan
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ViewType = viewType,
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Format = format,
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Components = cm,
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SubresourceRange = sr
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SubresourceRange = sr,
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PNext = usageFlags == 0 ? null : &usage
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};
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gd.Api.CreateImageView(device, imageCreateInfo, null, out var imageView).ThrowOnError();
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@ -124,9 +131,21 @@ namespace Ryujinx.Graphics.Vulkan
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// Framebuffer attachments also require 3D textures to be bound as 2D array.
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if (info.Target == Target.Texture3D)
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{
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subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, (uint)info.Depth);
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if (gd.Capabilities.PortabilitySubset.HasFlag(PortabilitySubsetFlags.No3DImageView))
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{
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if (levels == 1 && (info.Format.IsRtColorCompatible() || info.Format.IsDepthOrStencil()))
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{
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subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, 1);
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_imageView2dArray = CreateImageView(identityComponentMapping, subresourceRange, ImageViewType.Type2DArray);
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_imageView2dArray = CreateImageView(identityComponentMapping, subresourceRange, ImageViewType.Type2D, ImageUsageFlags.ColorAttachmentBit);
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}
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}
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else
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{
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subresourceRange = new ImageSubresourceRange(aspectFlags, (uint)firstLevel, levels, (uint)firstLayer, (uint)info.Depth);
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_imageView2dArray = CreateImageView(identityComponentMapping, subresourceRange, ImageViewType.Type2DArray);
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}
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}
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Valid = true;
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@ -353,7 +372,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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if (VulkanConfiguration.UseSlowSafeBlitOnAmd &&
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_gd.Vendor == Vendor.Amd &&
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(_gd.Vendor == Vendor.Amd || _gd.IsMoltenVk) &&
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src.Info.Target == Target.Texture2D &&
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dst.Info.Target == Target.Texture2D &&
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!dst.Info.Format.IsDepthOrStencil())
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