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authorgdkchan <gab.dark.100@gmail.com>2021-08-11 17:06:09 -0300
committerGitHub <noreply@github.com>2021-08-11 22:06:09 +0200
commit10d649e6d3ad3e4af32d2b41e718bb0a2924da67 (patch)
tree874be1577eaa76e58f4084cbeefd97069184bd0e
parentbb8a920b63d6d287dba8ec42e298329b933f9654 (diff)
Calculate vertex buffer sizes from index buffer (#1663)
* Calculate vertex buffer size from maximum index buffer index * Increase maximum index buffer count for it to be considered profitable for counting
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs307
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs43
-rw-r--r--Ryujinx.Graphics.Gpu/GraphicsConfig.cs5
-rw-r--r--Ryujinx/Configuration/ConfigurationState.cs2
4 files changed, 352 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs
new file mode 100644
index 00000000..15d9587d
--- /dev/null
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs
@@ -0,0 +1,307 @@
+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Gpu.Memory;
+using System;
+using System.Runtime.InteropServices;
+using System.Runtime.Intrinsics;
+using System.Runtime.Intrinsics.X86;
+
+namespace Ryujinx.Graphics.Gpu.Engine.Threed
+{
+ /// <summary>
+ /// Index buffer utility methods.
+ /// </summary>
+ static class IbUtils
+ {
+ /// <summary>
+ /// Minimum size that the vertex buffer must have, in bytes, to make the index counting profitable.
+ /// </summary>
+ private const ulong MinimumVbSizeThreshold = 0x200000; // 2 MB
+
+ /// <summary>
+ /// Maximum number of indices that the index buffer may have to make the index counting profitable.
+ /// </summary>
+ private const int MaximumIndexCountThreshold = 65536;
+
+ /// <summary>
+ /// Checks if getting the vertex buffer size from the maximum index buffer index is worth it.
+ /// </summary>
+ /// <param name="vbSizeMax">Maximum size that the vertex buffer may possibly have, in bytes</param>
+ /// <param name="indexCount">Total number of indices on the index buffer</param>
+ /// <returns>True if getting the vertex buffer size from the index buffer may yield performance improvements</returns>
+ public static bool IsIbCountingProfitable(ulong vbSizeMax, int indexCount)
+ {
+ return vbSizeMax >= MinimumVbSizeThreshold && indexCount <= MaximumIndexCountThreshold;
+ }
+
+ /// <summary>
+ /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer.
+ /// </summary>
+ /// <param name="mm">GPU memory manager</param>
+ /// <param name="type">Index buffer element integer type</param>
+ /// <param name="gpuVa">GPU virtual address of the index buffer</param>
+ /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
+ /// <param name="indexCount">Number of index buffer elements used on the draw</param>
+ /// <returns>Vertex count</returns>
+ public static ulong GetVertexCount(MemoryManager mm, IndexType type, ulong gpuVa, int firstIndex, int indexCount)
+ {
+ return type switch
+ {
+ IndexType.UShort => CountU16(mm, gpuVa, firstIndex, indexCount),
+ IndexType.UInt => CountU32(mm, gpuVa, firstIndex, indexCount),
+ _ => CountU8(mm, gpuVa, firstIndex, indexCount)
+ };
+ }
+
+ /// <summary>
+ /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 8-bit indices.
+ /// </summary>
+ /// <param name="mm">GPU memory manager</param>
+ /// <param name="gpuVa">GPU virtual address of the index buffer</param>
+ /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
+ /// <param name="indexCount">Number of index buffer elements used on the draw</param>
+ /// <returns>Vertex count</returns>
+ private unsafe static ulong CountU8(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
+ {
+ uint max = 0;
+ ReadOnlySpan<byte> data = mm.GetSpan(gpuVa, firstIndex + indexCount);
+
+ if (Avx2.IsSupported)
+ {
+ fixed (byte* pInput = data)
+ {
+ int endAligned = firstIndex + ((data.Length - firstIndex) & ~127);
+
+ var result = Vector256<byte>.Zero;
+
+ for (int i = firstIndex; i < endAligned; i += 128)
+ {
+ var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
+ var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
+ var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 64);
+ var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 96);
+
+ var max01 = Avx2.Max(dataVec0, dataVec1);
+ var max23 = Avx2.Max(dataVec2, dataVec3);
+ var max0123 = Avx2.Max(max01, max23);
+
+ result = Avx2.Max(result, max0123);
+ }
+
+ result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsByte());
+ result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsByte());
+ result = Avx2.Max(result, Avx2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
+ result = Avx2.Max(result, Avx2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
+
+ max = Math.Max(result.GetElement(0), result.GetElement(16));
+
+ firstIndex = endAligned;
+ }
+ }
+ else if (Sse2.IsSupported)
+ {
+ fixed (byte* pInput = data)
+ {
+ int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
+
+ var result = Vector128<byte>.Zero;
+
+ for (int i = firstIndex; i < endAligned; i += 64)
+ {
+ var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
+ var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
+ var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 32);
+ var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 48);
+
+ var max01 = Sse2.Max(dataVec0, dataVec1);
+ var max23 = Sse2.Max(dataVec2, dataVec3);
+ var max0123 = Sse2.Max(max01, max23);
+
+ result = Sse2.Max(result, max0123);
+ }
+
+ result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsByte());
+ result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsByte());
+ result = Sse2.Max(result, Sse2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
+ result = Sse2.Max(result, Sse2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
+
+ max = result.GetElement(0);
+
+ firstIndex = endAligned;
+ }
+ }
+
+ for (int i = firstIndex; i < data.Length; i++)
+ {
+ if (max < data[i]) max = data[i];
+ }
+
+ return (ulong)max + 1;
+ }
+
+ /// <summary>
+ /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 16-bit indices.
+ /// </summary>
+ /// <param name="mm">GPU memory manager</param>
+ /// <param name="gpuVa">GPU virtual address of the index buffer</param>
+ /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
+ /// <param name="indexCount">Number of index buffer elements used on the draw</param>
+ /// <returns>Vertex count</returns>
+ private unsafe static ulong CountU16(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
+ {
+ uint max = 0;
+ ReadOnlySpan<ushort> data = MemoryMarshal.Cast<byte, ushort>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 2));
+
+ if (Avx2.IsSupported)
+ {
+ fixed (ushort* pInput = data)
+ {
+ int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
+
+ var result = Vector256<ushort>.Zero;
+
+ for (int i = firstIndex; i < endAligned; i += 64)
+ {
+ var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
+ var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
+ var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
+ var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 48);
+
+ var max01 = Avx2.Max(dataVec0, dataVec1);
+ var max23 = Avx2.Max(dataVec2, dataVec3);
+ var max0123 = Avx2.Max(max01, max23);
+
+ result = Avx2.Max(result, max0123);
+ }
+
+ result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
+ result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
+ result = Avx2.Max(result, Avx2.ShuffleLow(result, 0x55));
+
+ max = Math.Max(result.GetElement(0), result.GetElement(8));
+
+ firstIndex = endAligned;
+ }
+ }
+ else if (Sse41.IsSupported)
+ {
+ fixed (ushort* pInput = data)
+ {
+ int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
+
+ var result = Vector128<ushort>.Zero;
+
+ for (int i = firstIndex; i < endAligned; i += 32)
+ {
+ var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
+ var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
+ var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
+ var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 24);
+
+ var max01 = Sse41.Max(dataVec0, dataVec1);
+ var max23 = Sse41.Max(dataVec2, dataVec3);
+ var max0123 = Sse41.Max(max01, max23);
+
+ result = Sse41.Max(result, max0123);
+ }
+
+ result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
+ result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
+ result = Sse41.Max(result, Sse2.ShuffleLow(result, 0x55));
+
+ max = result.GetElement(0);
+
+ firstIndex = endAligned;
+ }
+ }
+
+ for (int i = firstIndex; i < data.Length; i++)
+ {
+ if (max < data[i]) max = data[i];
+ }
+
+ return (ulong)max + 1;
+ }
+
+ /// <summary>
+ /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 32-bit indices.
+ /// </summary>
+ /// <param name="mm">GPU memory manager</param>
+ /// <param name="gpuVa">GPU virtual address of the index buffer</param>
+ /// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
+ /// <param name="indexCount">Number of index buffer elements used on the draw</param>
+ /// <returns>Vertex count</returns>
+ private unsafe static ulong CountU32(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
+ {
+ uint max = 0;
+ ReadOnlySpan<uint> data = MemoryMarshal.Cast<byte, uint>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 4));
+
+ if (Avx2.IsSupported)
+ {
+ fixed (uint* pInput = data)
+ {
+ int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
+
+ var result = Vector256<uint>.Zero;
+
+ for (int i = firstIndex; i < endAligned; i += 32)
+ {
+ var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
+ var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 8);
+ var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
+ var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 24);
+
+ var max01 = Avx2.Max(dataVec0, dataVec1);
+ var max23 = Avx2.Max(dataVec2, dataVec3);
+ var max0123 = Avx2.Max(max01, max23);
+
+ result = Avx2.Max(result, max0123);
+ }
+
+ result = Avx2.Max(result, Avx2.Shuffle(result, 0xee));
+ result = Avx2.Max(result, Avx2.Shuffle(result, 0x55));
+
+ max = Math.Max(result.GetElement(0), result.GetElement(4));
+
+ firstIndex = endAligned;
+ }
+ }
+ else if (Sse41.IsSupported)
+ {
+ fixed (uint* pInput = data)
+ {
+ int endAligned = firstIndex + ((data.Length - firstIndex) & ~15);
+
+ var result = Vector128<uint>.Zero;
+
+ for (int i = firstIndex; i < endAligned; i += 16)
+ {
+ var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
+ var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 4);
+ var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
+ var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 12);
+
+ var max01 = Sse41.Max(dataVec0, dataVec1);
+ var max23 = Sse41.Max(dataVec2, dataVec3);
+ var max0123 = Sse41.Max(max01, max23);
+
+ result = Sse41.Max(result, max0123);
+ }
+
+ result = Sse41.Max(result, Sse2.Shuffle(result, 0xee));
+ result = Sse41.Max(result, Sse2.Shuffle(result, 0x55));
+
+ max = result.GetElement(0);
+
+ firstIndex = endAligned;
+ }
+ }
+
+ for (int i = firstIndex; i < data.Length; i++)
+ {
+ if (max < data[i]) max = data[i];
+ }
+
+ return (ulong)max + 1;
+ }
+ }
+}
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
index d9484cf6..fb4ab007 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
@@ -34,6 +34,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private byte _vsClipDistancesWritten;
private bool _prevDrawIndexed;
+ private int _prevFirstIndex;
+ private int _prevIndexCount;
private bool _prevTfEnable;
/// <summary>
@@ -182,10 +184,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
// method when doing indexed draws, so we need to make sure
// to update the vertex buffers if we are doing a regular
// draw after a indexed one and vice-versa.
- if (_drawState.DrawIndexed != _prevDrawIndexed)
+ if (GraphicsConfig.EnableIndexedVbSizeDetection)
{
- _updateTracker.ForceDirty(VertexBufferStateIndex);
- _prevDrawIndexed = _drawState.DrawIndexed;
+ if (_drawState.DrawIndexed != _prevDrawIndexed ||
+ _drawState.FirstIndex != _prevFirstIndex ||
+ _drawState.IndexCount != _prevIndexCount)
+ {
+ _updateTracker.ForceDirty(VertexBufferStateIndex);
+ _prevDrawIndexed = _drawState.DrawIndexed;
+ _prevFirstIndex = _drawState.FirstIndex;
+ _prevIndexCount = _drawState.IndexCount;
+ }
+ }
+ else
+ {
+ if (_drawState.DrawIndexed != _prevDrawIndexed)
+ {
+ _updateTracker.ForceDirty(VertexBufferStateIndex);
+ _prevDrawIndexed = _drawState.DrawIndexed;
+ }
}
bool tfEnable = _state.State.TfEnable;
@@ -782,7 +799,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
// This size may be (much) larger than the real vertex buffer size.
// Avoid calculating it this way, unless we don't have any other option.
- size = endAddress.Pack() - address + 1;
+ ulong vbSizeMax = endAddress.Pack() - address + 1;
+
+ int firstIndex = _drawState.FirstIndex;
+ int indexCount = _drawState.IndexCount;
+
+ bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount);
+
+ if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0)
+ {
+ IndexType ibType = _state.State.IndexBufferState.Type;
+ ulong ibGpuVa = _state.State.IndexBufferState.Address.Pack();
+ ulong vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount);
+
+ size = Math.Min(vertexCount * (ulong)stride, vbSizeMax);
+ }
+ else
+ {
+ size = vbSizeMax;
+ }
}
else
{
diff --git a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
index 7ef102e2..14735e3b 100644
--- a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
+++ b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
@@ -34,6 +34,11 @@ namespace Ryujinx.Graphics.Gpu
public static bool EnableMacroJit = true;
/// <summary>
+ /// Enables or disables vertex buffer size detection from the index buffer, for indexed draws.
+ /// </summary>
+ public static bool EnableIndexedVbSizeDetection = true;
+
+ /// <summary>
/// Title id of the current running game.
/// Used by the shader cache.
/// </summary>
diff --git a/Ryujinx/Configuration/ConfigurationState.cs b/Ryujinx/Configuration/ConfigurationState.cs
index fe4ff774..5291ddc8 100644
--- a/Ryujinx/Configuration/ConfigurationState.cs
+++ b/Ryujinx/Configuration/ConfigurationState.cs
@@ -269,7 +269,7 @@ namespace Ryujinx.Configuration
/// Enable or disable keyboard support (Independent from controllers binding)
/// </summary>
public ReactiveObject<bool> EnableKeyboard { get; private set; }
-
+
/// <summary>
/// Enable or disable mouse support (Independent from controllers binding)
/// </summary>