diff options
author | gdkchan <gab.dark.100@gmail.com> | 2021-08-11 17:06:09 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-08-11 22:06:09 +0200 |
commit | 10d649e6d3ad3e4af32d2b41e718bb0a2924da67 (patch) | |
tree | 874be1577eaa76e58f4084cbeefd97069184bd0e | |
parent | bb8a920b63d6d287dba8ec42e298329b933f9654 (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.cs | 307 | ||||
-rw-r--r-- | Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs | 43 | ||||
-rw-r--r-- | Ryujinx.Graphics.Gpu/GraphicsConfig.cs | 5 | ||||
-rw-r--r-- | Ryujinx/Configuration/ConfigurationState.cs | 2 |
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> |