Topology Dynamic State is not working as intended. Need to add check to set correct Topology class. Circle back to this later. For now revert it.
Some minor fixes.
* Report base and extra sets from the backend
* Pass texture set index everywhere
* Key textures using set and binding (rather than just binding)
* Start using extra sets for array textures
* Shader cache version bump
* Separate new commands, some PR feedback
* Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array
* Move bind extra sets logic to new method
* Should only use separate array is MaximumExtraSets is not zero
* Format whitespace
* intel workaround
built on top of the amd workaround
* forgot to update the note
* Logic Change
Enabled workaround for all vendors that aren't nvidia
* Applied Suggestions
* GPU: Migrate buffers on GPU project, pre-emptively flush device local mappings
Essentially retreading #4540, but it's on the GPU project now instead of the backend. This allows us to have a lot more control + knowledge of where the buffer backing has been changed and allows us to pre-emptively flush pages to host memory for quicker readback. It will allow us to do other stuff in the future, but we'll get there when we get there.
Performance greatly improved in Hyrule Warriors: Age of Calamity. Performance notably improved in TOTK (average). Performance for BOTW restored to how it was before #4911, perhaps a bit better.
- Rewrites a bunch of buffer migration stuff. Might want to tighten up how dispose stuff works.
- Fixed an issue where the copy for texture pre-flush would happen _after_ the syncpoint.
TODO: remove a page from pre-flush if it isn't flushed after a certain number of copies.
* Add copy deactivation
* Fix dependent virtual buffers
* Remove logging
* Fix format issues (maybe)
* Vulkan: Remove backing swap
* Add explicit memory access types for most buffers
* Fix typo
* Add device local force expiry, change buffer inheritance behaviour
* General cleanup, OGL fix
* BufferPreFlush comments
* BufferBackingState comments
* Add an extra precaution to BufferMigration
This is very unlikely, but it's important to cover loose ends like this.
* Address some feedback
* Docs
* Add support for bindless textures from shader input (vertex buffer)
* Shader cache version bump
* Format whitespace
* Remove cache entries on pool removal, disable for OpenGL
* PR feedback
* rebase
* add methods Ryyjinx.Common EmbeddedResources and SteamUtils
* GAL changes - change SetData() methods and ThreadedTexture commands to use IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Texture: change texture conversion methods to return IMemoryOwner<byte> and allocate from ByteMemoryPool
* Ryujinx.Graphics.OpenGL: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Vulkan: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Ryujinx.Graphics.Gpu: update ITexture and Texture-like types with SetData() methods to take IMemoryOwner<byte> instead of SpanOrArray<byte>
* Remove now-unused SpanOrArray<T>
* post-rebase cleanup
* PixelConverter: remove unsafe modifier on safe methods, and remove one unnecessary cast
* use ByteMemoryPool.Rent() in GetWritableRegion() impls
* fix formatting, rename `ReadRentedMemory()` to `ReadFileToRentedMemory()``
* Texture.ConvertToHostCompatibleFormat(): dispose of `result` in Astc decode branch
* 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
* Move some init logic out of PrintGpuInformation, then delete it
* Disable push descriptors for Intel ARC on Windows
* Re-add PrintGpuInformation just to show it in the log
AMD GPUs (possibly just RDNA 3) could hang with the previous value
until the MaxQueryRetries was hit.
Fix#6056
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Disables push descriptors on older NVIDIA GPUs (10xx and below), since it is clearly broken beyond comprehension. The existing workaround wasn't good enough and a more thorough one will probably cost more performance than the feature gains. The workaround has been removed.
Fixes#6331.
If more than 16 barriers were queued at one time, the _queuedBarrierCount would no longer match the number of remaining barriers, because when breaking out of the loop consuming them it deleted all barriers, not just the 16 that were consumed.
Should fix freezes that started occurring with #6240. Fixes issue #6338.
* WIP barrier batch
* Add store op to image usage barrier
* Dispose the barrier batch
* Fix encoding?
* Handle read and write on the load op barrier.
Load op consumes read accesses but does not add one, as the only other operation that can read is another load.
* Simplify null check
* Insert barriers on program change in case stale bindings are reintroduced
* Not sure how I messed this one up
* Improve location of bindings barrier update
This is also important for emergency deferred clear
* Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs
Co-authored-by: Mary Guillemard <thog@protonmail.com>
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Co-authored-by: Mary Guillemard <thog@protonmail.com>
* 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.
* Vulkan: Add Render Pass / Framebuffer Cache
Cache is owned by each texture view.
- Window's way of getting framebuffer cache for swapchain images is really messy - it creates a TextureView out of just a vk image view, with invalid info and no storage.
* Clear up limited use of alternate TextureView constructor
* Formatting and messages
* More formatting and messages
I apologize for `_colorsCanonical[index]?.Storage?.InsertReadToWriteBarrier`, the compiler made me do it
* Self review, change GetFramebuffer to GetPassAndFramebuffer
* Avoid allocations on Remove for HashTableSlim
* Member can be readonly
* Generate texture create info for swapchain images
* Improve hashcode
* Remove format, samples, size and isDepthStencil when possible
Tested in a number of games, seems fine.
* Removed load op barriers
These can be introduced later.
* Reintroduce UpdateModifications
Technically meant to be replaced by load op stuff.
* Allow skipping draws with broken pipeline variants on Vulkan
* Move IsLinked check to CreatePipeline
* Restore throw on error behaviour for background compile
* Can't remove SetAlphaTest pragmas yet
* Double new line
* Replace vendor id lookup with driver name
* Create separate field for driver name, handle OpenGL
* Document changes in VulkanPhysicalDevice.cs
* Always display driver over vendor
* Replace Vulkan 1.2 requirement with VK_KHR_driver_properties
* Remove empty line
* Remove redundant unsafe block
* Apply suggestions from code review
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Vulkan: Use staging buffer for temporary constants
Helper shaders and post processing effects typically need some parameters to tell them what to do, which we pass via constant buffers that are created and destroyed each time.
This can vary in cost between different Vulkan drivers. It shows up on profiles on mesa and MoltenVK, so it's worth avoiding. Some games only do it once (BlitColor for present), others multiple times. It's also done for post processing filters and FSR upscaling, which creates two buffers.
For mirrors, I added the ability to reserve a range on the staging buffer for use as any type of binding. This PR allows these constant buffers to be instead temporarily allocated on the staging buffer, skipping allocation and buffer management costs entirely.
Two temporary allocations do remain:
- DrawTexture, because it doesn't have access to the command buffer scope
- Index buffer indirect conversion, because one of them is a storage buffer and thus is a little more complicated.
There's a small cost in that the uniform buffer takes up more space due to alignment requirements. At worst that's 256 bytes (on a GTX 1070) but more modern GPUs should have a better time.
Worth testing across different games and post effects to make sure they still work.
* Use temporary buffer for ConvertIndexBufferIndirect
* Simplify alignment passing for now
* Fix shader params length for CopyIncompatibleFormats
* Set data for helpershaders without overlap checks
The data is in the staging buffer, so its usage range is guarded using that.
Turns out that ElementAt for Queue<T> runs the default implementation as it doesn't implement IList, which enumerates elements of the queue up to the given index. This code was creating `count` enumerators and iterating way more queue items than it needed to at higher counts. The solution is just to use one enumerator and break out of the loop when we get the count that we need.
3.5% of backend time was being spent _just_ enumerating at the usual spot in SMO.
This prevents a small allocation each time this method is called. This is a top 3 SOH allocation during gameplay in most games, and eliminating it is pretty free.
* Pass MultiRange to BufferManager
* Implement support for multi-range buffers using Vulkan sparse mappings
* Use multi-range for remaining buffers, delete old methods
* Assume that more buffers are contiguous
* Dispose multi-range buffers after they are removed from the list
* Properly init BufferBounds for constant and storage buffers
* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback
* Fix misaligned sparse buffer offsets
* Null check can be simplified
* PR feedback
* Change TargetFramework to net8.0
* Disable info messages
* Fix warings
* Disable additional analyzer messages
* Fix typo
* Add whitespace
* Fix ref vs in warnings
* Use explicit [In] on array parameters
* No need to guard Remove with Contains
* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance
* Bump .NET SDK version
* Enable JsonSerializerIsReflectionEnabledByDefault
* Use 8.0.100 GA release
* Bump System package versions
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Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>