Support copy between multisample and non-multisample depth textures (#4676)
* Support copy between multisample and non-multisample depth textures * PR feedback
This commit is contained in:
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eabd0ec93f
commit
d9b63353b0
12 changed files with 947 additions and 66 deletions
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@ -39,8 +39,12 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly IProgram _programColorDrawToMs;
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private readonly IProgram _programDepthBlit;
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private readonly IProgram _programDepthBlitMs;
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private readonly IProgram _programDepthDrawToMs;
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private readonly IProgram _programDepthDrawToNonMs;
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private readonly IProgram _programStencilBlit;
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private readonly IProgram _programStencilBlitMs;
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private readonly IProgram _programStencilDrawToMs;
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private readonly IProgram _programStencilDrawToNonMs;
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public HelperShader(VulkanRenderer gd, Device device)
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{
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@ -188,6 +192,18 @@ namespace Ryujinx.Graphics.Vulkan
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new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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if (gd.Capabilities.SupportsShaderStencilExport)
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{
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_programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
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@ -201,6 +217,18 @@ namespace Ryujinx.Graphics.Vulkan
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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}
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}
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@ -1043,6 +1071,8 @@ namespace Ryujinx.Graphics.Vulkan
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Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
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int samples = src.Info.Samples;
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bool isDepthOrStencil = src.Info.Format.IsDepthOrStencil();
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var aspectFlags = src.Info.Format.ConvertAspectFlags();
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// X and Y are the expected texture samples.
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// Z and W are the actual texture samples used.
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@ -1061,42 +1091,94 @@ namespace Ryujinx.Graphics.Vulkan
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TextureStorage.DefaultAccessMask,
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AccessFlags.ShaderReadBit,
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PipelineStageFlags.AllCommandsBit,
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PipelineStageFlags.ComputeShaderBit,
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ImageAspectFlags.ColorBit,
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isDepthOrStencil ? PipelineStageFlags.FragmentShaderBit : PipelineStageFlags.ComputeShaderBit,
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aspectFlags,
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src.FirstLayer + srcLayer,
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src.FirstLevel,
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depth,
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1);
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_programColorCopyToNonMs);
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var format = GetFormat(src.Info.BytesPerPixel);
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int dispatchX = (dst.Info.Width + 31) / 32;
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int dispatchY = (dst.Info.Height + 31) / 32;
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
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for (int z = 0; z < depth; z++)
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if (isDepthOrStencil)
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{
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var srcView = Create2DLayerView(src, srcLayer + z, 0, format);
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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// We can't use compute for this case because compute can't modify depth textures.
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
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_pipeline.SetImage(0, dstView, format);
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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var rect = new Rectangle<float>(0, 0, dst.Width, dst.Height);
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if (srcView != src)
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viewports[0] = new GAL.Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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for (int z = 0; z < depth; z++)
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{
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srcView.Release();
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var srcView = Create2DLayerView(src, srcLayer + z, 0);
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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_pipeline.SetRenderTarget(
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((TextureView)dstView).GetImageViewForAttachment(),
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(uint)dst.Width,
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(uint)dst.Height,
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true,
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dst.VkFormat);
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CopyMSDraw(srcView, aspectFlags, fromMS: true);
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if (srcView != src)
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{
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srcView.Release();
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}
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if (dstView != dst)
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{
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dstView.Release();
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}
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}
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}
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else
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{
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var format = GetFormat(src.Info.BytesPerPixel);
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if (dstView != dst)
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int dispatchX = (dst.Info.Width + 31) / 32;
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int dispatchY = (dst.Info.Height + 31) / 32;
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_pipeline.SetProgram(_programColorCopyToNonMs);
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for (int z = 0; z < depth; z++)
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{
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dstView.Release();
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var srcView = Create2DLayerView(src, srcLayer + z, 0, format);
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
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_pipeline.SetImage(0, dstView, format);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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if (srcView != src)
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{
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srcView.Release();
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}
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if (dstView != dst)
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{
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dstView.Release();
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}
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}
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}
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@ -1108,11 +1190,11 @@ namespace Ryujinx.Graphics.Vulkan
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gd.Api,
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cbs.CommandBuffer,
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dst.GetImage().Get(cbs).Value,
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AccessFlags.ShaderWriteBit,
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isDepthOrStencil ? AccessFlags.DepthStencilAttachmentWriteBit : AccessFlags.ShaderWriteBit,
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TextureStorage.DefaultAccessMask,
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PipelineStageFlags.ComputeShaderBit,
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isDepthOrStencil ? PipelineStageFlags.LateFragmentTestsBit : PipelineStageFlags.ComputeShaderBit,
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PipelineStageFlags.AllCommandsBit,
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ImageAspectFlags.ColorBit,
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aspectFlags,
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dst.FirstLayer + dstLayer,
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dst.FirstLevel,
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depth,
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@ -1126,6 +1208,8 @@ namespace Ryujinx.Graphics.Vulkan
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Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
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int samples = dst.Info.Samples;
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bool isDepthOrStencil = src.Info.Format.IsDepthOrStencil();
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var aspectFlags = src.Info.Format.ConvertAspectFlags();
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// X and Y are the expected texture samples.
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// Z and W are the actual texture samples used.
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@ -1145,7 +1229,7 @@ namespace Ryujinx.Graphics.Vulkan
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AccessFlags.ShaderReadBit,
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PipelineStageFlags.AllCommandsBit,
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PipelineStageFlags.FragmentShaderBit,
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ImageAspectFlags.ColorBit,
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aspectFlags,
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src.FirstLayer + srcLayer,
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src.FirstLevel,
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depth,
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@ -1153,8 +1237,6 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_programColorDrawToMs);
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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var rect = new Rectangle<float>(0, 0, dst.Width, dst.Height);
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@ -1179,33 +1261,66 @@ namespace Ryujinx.Graphics.Vulkan
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
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var format = GetFormat(src.Info.BytesPerPixel);
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var vkFormat = FormatTable.GetFormat(format);
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for (int z = 0; z < depth; z++)
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if (isDepthOrStencil)
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{
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var srcView = Create2DLayerView(src, srcLayer + z, 0, format);
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, srcView, null);
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_pipeline.SetRenderTarget(
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((TextureView)dstView).GetView(format).GetImageViewForAttachment(),
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(uint)dst.Width,
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(uint)dst.Height,
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(uint)samples,
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false,
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vkFormat);
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_pipeline.Draw(4, 1, 0, 0);
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if (srcView != src)
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for (int z = 0; z < depth; z++)
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{
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srcView.Release();
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var srcView = Create2DLayerView(src, srcLayer + z, 0);
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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_pipeline.SetRenderTarget(
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((TextureView)dstView).GetImageViewForAttachment(),
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(uint)dst.Width,
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(uint)dst.Height,
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(uint)samples,
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true,
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dst.VkFormat);
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CopyMSDraw(srcView, aspectFlags, fromMS: false);
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if (srcView != src)
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{
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srcView.Release();
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}
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if (dstView != dst)
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{
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dstView.Release();
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}
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}
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}
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else
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{
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_pipeline.SetProgram(_programColorDrawToMs);
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if (dstView != dst)
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var format = GetFormat(src.Info.BytesPerPixel);
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var vkFormat = FormatTable.GetFormat(format);
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for (int z = 0; z < depth; z++)
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{
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dstView.Release();
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var srcView = Create2DLayerView(src, srcLayer + z, 0, format);
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var dstView = Create2DLayerView(dst, dstLayer + z, 0);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, srcView, null);
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_pipeline.SetRenderTarget(
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((TextureView)dstView).GetView(format).GetImageViewForAttachment(),
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(uint)dst.Width,
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(uint)dst.Height,
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(uint)samples,
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false,
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vkFormat);
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_pipeline.Draw(4, 1, 0, 0);
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if (srcView != src)
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{
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srcView.Release();
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}
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if (dstView != dst)
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{
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dstView.Release();
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}
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}
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}
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@ -1217,17 +1332,71 @@ namespace Ryujinx.Graphics.Vulkan
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gd.Api,
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cbs.CommandBuffer,
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dst.GetImage().Get(cbs).Value,
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AccessFlags.ColorAttachmentWriteBit,
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isDepthOrStencil ? AccessFlags.DepthStencilAttachmentWriteBit : AccessFlags.ColorAttachmentWriteBit,
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TextureStorage.DefaultAccessMask,
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PipelineStageFlags.FragmentShaderBit,
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isDepthOrStencil ? PipelineStageFlags.LateFragmentTestsBit : PipelineStageFlags.ColorAttachmentOutputBit,
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PipelineStageFlags.AllCommandsBit,
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ImageAspectFlags.ColorBit,
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aspectFlags,
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dst.FirstLayer + dstLayer,
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dst.FirstLevel,
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depth,
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1);
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}
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private void CopyMSDraw(TextureView src, ImageAspectFlags aspectFlags, bool fromMS)
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{
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if (aspectFlags.HasFlag(ImageAspectFlags.DepthBit))
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{
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var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
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CopyMSAspectDraw(depthTexture, fromMS, isDepth: true);
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if (depthTexture != src)
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{
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depthTexture.Release();
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}
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}
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if (aspectFlags.HasFlag(ImageAspectFlags.StencilBit) && _programStencilDrawToMs != null)
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{
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var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
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CopyMSAspectDraw(stencilTexture, fromMS, isDepth: false);
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if (stencilTexture != src)
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{
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stencilTexture.Release();
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}
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}
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}
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private void CopyMSAspectDraw(TextureView src, bool fromMS, bool isDepth)
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{
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, _samplerNearest);
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if (isDepth)
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{
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_pipeline.SetProgram(fromMS ? _programDepthDrawToNonMs : _programDepthDrawToMs);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, true, GAL.CompareOp.Always));
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}
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else
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{
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_pipeline.SetProgram(fromMS ? _programStencilDrawToNonMs : _programStencilDrawToMs);
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_pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
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}
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_pipeline.Draw(4, 1, 0, 0);
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if (isDepth)
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{
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, GAL.CompareOp.Always));
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}
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else
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{
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_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
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}
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}
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private static (int, int) GetSampleCountXYLog2(int samples)
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{
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int samplesInXLog2 = 0;
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@ -1494,8 +1663,12 @@ namespace Ryujinx.Graphics.Vulkan
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_programColorDrawToMs.Dispose();
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_programDepthBlit.Dispose();
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_programDepthBlitMs.Dispose();
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_programDepthDrawToMs.Dispose();
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_programDepthDrawToNonMs.Dispose();
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_programStencilBlit?.Dispose();
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_programStencilBlitMs?.Dispose();
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_programStencilDrawToMs?.Dispose();
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_programStencilDrawToNonMs?.Dispose();
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_samplerNearest.Dispose();
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_samplerLinear.Dispose();
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_pipeline.Dispose();
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