* Flush in the middle of long command buffers.
* Vulkan: add situational "Fast Flush" mode
The AutoFlushCounter class was added to periodically flush Vulkan command buffers throughout a frame, which reduces latency to the GPU as commands are submitted and processed much sooner. This was done by allowing command buffers to flush when framebuffer attachments changed.
However, some games have incredibly long render passes with a large number of draws, and really aggressive data access that forces GPU sync.
The Vulkan backend could potentially end up building a single command buffer for 4-5ms if a pass has enough draws, such as in BOTW. In the scenario where sync is waited on immediately after submission, this would have to wait for the completion of a much longer command buffer than usual.
The solution is to force command buffer submission periodically in a "fast flush" mode. This will end up splitting render passes, but it will only enable if sync is aggressive enough.
This should improve performance in GPU limited scenarios, or in games that aggressively wait on synchronization. In some games, it may only kick in when res scaling. It won't trigger in games like SMO where sync is not an issue.
Improves performance in Pokemon Scarlet/Violet (res scaled) and BOTW (in general).
* Add conversions in milliseconds next to flush timers.
* vulkan: Move most of the properties enumeration to VulkanPhysicalDevice
That clean up a bit of duplicate logic.
Also move to use an hashset for device extensions.
* vulkan: Move instance querying to VulkanInstance
Also cleanup code to use span when possible instead of unsafe pointers.
* Address gdkchan's comments
* vulkan: Separate debug utils logic from VulkanInitialization
Also checks for VK_EXT_debug_utils existence instead of force enabling it and allow possible error during messenger init
* Address gdkchan's comment
* Use CreateDebugUtilsMessenger Span variant
* Vulkan: Insert barriers before clears
Newer NVIDIA GPUs seem to be able to start clearing render targets before the last rasterization task is completed, which can cause it to clear a texture while it is being sampled.
This change adds a barrier from read to write when doing a clear, assuming it has been sampled in the past. It could be possible for this to be needed for sample into draw by some GPU, but it's not right now afaik.
This should fix visual artifacts on newer NVIDIA GPUs and driver combos. Contrary to popular belief, Tetris® Effect: Connected is not affected. Testing welcome, hopefully should fix most cases of this and not cost too much performance.
* Visual Studio Moment
* Address feedback
* Address Feedback 2
* Initial implementation of migration between memory heaps
- Missing OOM handling
- Missing `_map` data safety when remapping
- Copy may not have completed yet (needs some kind of fence)
- Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)
* Ensure migrated data is in place before flushing.
* Fix issue where old waitable would be signalled.
- There is a real issue where existing Auto<> references need to be replaced.
* Swap bound Auto<> instances when swapping buffer backing
* Fix conversion buffers
* Don't try move buffers if the host has shared memory.
* Make GPU methods return PinnedSpan with scope
* Storage Hint
* Fix stupidity
* Fix rebase
* Tweak rules
Attempt to sidestep BOTW slowdown
* Remove line
* Migrate only when command buffers flush
* Change backing swap log to debug
* Address some feedback
* Disallow backing swap when the flush lock is held by the current thread
* Make PinnedSpan from ReadOnlySpan explicitly unsafe
* Fix some small issues
- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.
* Remove alternative flags
* Address feedback
* GPU: Scale counter results before addition
Counter results were being scaled on ReportCounter, which meant that the _total_ value of the counter was being scaled. Not only could this result in very large numbers and weird overflows if the game doesn't clear the counter, but it also caused the result to change drastically.
This PR changes scaling to be done when the value is added to the counter on the backend. This should evaluate the scale at the same time as before, on report counter, but avoiding the issue with scaling the total.
Fixes scaling in Warioware, at least in the demo, where it seems to compare old/new counters and broke down when scaling was enabled.
* Fix issues when result is partially uploaded.
Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
* use Array.Empty() where instead of allocating new zero-length arrays
* structure for loops in a way that the JIT will elide array/Span bounds checking
* avoiding function calls in for loop condition tests
* avoid LINQ in a hot path
* conform with code style
* fix mistake in GetNextWaitingObject()
* fix GetNextWaitingObject() possibility of returning null if all list items have TimePoint == long.MaxValue
* make GetNextWaitingObject() behave FIFO behavior for multiple items with the same TimePoint
* Add Post Processing Effects
* fix events and shader issues
* fix gtk upscale slider value
* fix bgra games
* don't swap swizzle if already swapped
* restore opengl texture state after effects run
* addressed review
* use single pipeline for smaa and fsr
* call finish on all pipelines
* addressed review
* attempt fix file case
* attempt fixing file case
* fix filter level tick frequency
* adjust filter slider margins
* replace fxaa shaders with original shader
* addressed review
* Add blend microcode registers
* Add advanced blend support using host extension
* Remove debug message
* Use pre-generated table for blend functions
* XML docs
* Rename AdvancedBlendMode to AdvancedBlendOp for consistency
* Remove redundant code
* Fix some advanced blend related issues on Vulkan
* Formatting
* vulkan: Respect VK_KHR_portability_subset vertex stride alignment
We were hardcoding alignment to 4, but by specs it can be any values that
is a power of 2.
This also enable VK_KHR_portability_subset if present as per specs
requirements.
* address gdkchan's comment
* Make NeedsVertexBufferAlignment internal
This started as an attempt to remove vkGetPhysicalDeviceMemoryProperties
in FindSuitableMemoryTypeIndex (As this could have some overhead and
shouldn't change at runtime) and turned in a little bigger cleanup.
* vulkan: Enforce Vulkan 1.2+ at instance API level and 1.1+ at device level
This ensure we don't end up trying to initialize with anything currently incompatible.
* Address riperiperi's comment
I was forcing some types of texture to partially update when investigating performance with games that stream in data, and noticed that partially loading texture data was really broken on both backends.
Fixes Vulkan texture set by getting the correct expected size for the texture. Fixes partial upload on both backends for both Texture 2D Array and Cubemap using the wrong offset and uploading to the first layer/level for a handle. 3D might also be affected.
This might fix textures randomly having incorrect data in games that render to it - jumbled in the case of OpenGL, and outdated/black in the case of Vulkan. This case typically happens in UE4 games.
The AutoFlushCounter would flush command buffers on any attachment change (write mask or bindings change) if there was a pending query. This is to get query results as soon as possible for draw skips, but it's assuming that a full occlusion query _pass_ happened, that we want to flush it's data before getting onto draws, rather than the queries being randomly interspersed throughout a pass that also draws.
Xenoblade 2 repeatedly switches between performing a samples passed query and outputting to a render target on each draw, and flips the write mask to do so. Flushing the command buffer every 2 draws isn't ideal, so it's best that we only do this if the pattern matches the large block style of occlusion query.
This change makes this flush only happen after a few consecutive query reports. "Consecutive" is interrupted by attachment changes or command buffer flush.
This doesn't really solve the issue where it resets more queries than it uses, it just stops the game doing it as often. I'm not sure of the best way to do that. The cost of resetting could probably be reduced by using query pools with more than one element and resetting in bulk.
* Support safe blit on non-2D textures (except multisample)
* Change safe blit with different levels and layers to match CmdBlitImage path
* Remove now unused variables
* Multisample safe blit support
* Relax Vulkan requirements
* Fix MaxColorAttachmentIndex
* Fix ColorBlendAttachmentStateCount value mismatch for background pipelines
* Change query capability check to check for pipeline statistics query rather than geometry shader support
* Reset queries on same command buffer
Vulkan seems to complain when the queries are reset on another command buffer. No idea why, the spec really could be written better in this regard. This fixes complaints, and hopefully any implementations that care extensively about them.
This change _guesses_ how many queries need to be reset and resets as many as possible at the same time to avoid splitting render passes. If it resets too many queries, we didn't waste too much time - if it runs out of resets it will batch reset 10 more.
The number of queries reset is the maximum number of queries in the last 3 frames. This has been worked into the AutoFlushCounter so that it only resets up to 32 if it is yet to force a command buffer submission in this attachment.
This is only done for samples passed queries right now, as they have by far the most resets.
* Address Feedback
The only guarantee of the occlusion query type in Vulkan is that it will be zero when no samples pass, and non-zero when any samples pass. Of course, most GPUs implement this by just placing the # of samples in the result and calling it a day. However, this lax restriction means that GPUs could just report a boolean (1/0) or report a value after one is recorded, but before all samples have been counted.
MoltenVK falls in the first category - by default it only reports 1/0 for occlusion queries. Thankfully, there is a feature and flag that you can use to force compatible drivers to provide a "precise" query result, that being the real # of samples passed.
Should fix ink collision in Splatoon 2/3 on MoltenVK.
* 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>
* Vulkan: Don't flush commands when creating most sync
When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute.
Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool.
This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on.
Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading.
OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there.
Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here)
* Add strict argument
This is technically a separate concern from whether the sync is a host syncpoint.
* Remove _interrupted variable
* Actually wait for the invoke
This is required by AMD GPUs, and also may have caused some issues on other GPUs.
* Remove unused using.
* I don't know why it added these ones.
* Address Feedback
* Fix typo
* Add conversion for 16 bit RGBA formats (not supported in Rosetta)
* Rebase fix
Rebase fix
* Forgot to remove this
* Fix RGBA16 format conversion
* Add RGBA4 -> RGBA8 conversion
* Handle host stride alignment
* Address Feedback Part 1
* Can't count
* Don't zero out rgb when alpha is 0
* Separate RGBA4 and 5-bit component formats
Not sure of a better way to name them...
* Add A1B5G5R5 conversion
* Put this in the right place.
* Make format naming consistent for capabilities
* Change method names
* Generic Math Update
Updated Several functions in Ryujinx.Common/Utilities/BitUtils to use generic math
* Updated BitUtil calls
* Removed Whitespace
* Switched decrement
* Fixed changed method calls.
The method calls were originally changed on accident due to me relying too much on intellisense doing stuff for me
* Update Ryujinx.Common/Utilities/BitUtils.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Vulkan: enable VK_EXT_custom_border_color features
radv only create the border color bo if this feature is enabled, so it crashed when creating samplers with custom border colors
Fixes#4072Fixes#3993
* Address gdkchan's comment
Co-authored-by: Mary <mary@mary.zone>
* Initial implementation of metal surface across UIs
* Fix SDL2 on windows
* Update Ryujinx/Ryujinx.csproj
Co-authored-by: Mary-nyan <thog@protonmail.com>
* Address Feedback
Co-authored-by: Mary-nyan <thog@protonmail.com>
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies
* Make structs with trivial boilerplate equality code record structs
* Remove unnecessary readonly modifiers from TextureCreateInfo
* Make BitMap structs readonly too
* Track buffer migrations and flush source on incomplete copy
Makes sure that the modified range list is always from the latest iteration of the buffer, and flushes earlier iterations of a buffer if the data has not been migrated yet.
* Cleanup 1
* Reduce cost for redundant signal checks on Vulkan
* Only inherit the range list if there are pending ranges.
* Fix OpenGL
* Address Feedback
* Whoops