diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeState.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeState.cs | 535 |
1 files changed, 535 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeState.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeState.cs new file mode 100644 index 00000000..59a92508 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeState.cs @@ -0,0 +1,535 @@ +using Ryujinx.Common; +using Ryujinx.Common.Logging; +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Engine.Types; +using Ryujinx.Graphics.Gpu.Image; +using Ryujinx.Graphics.Gpu.Shader; +using Ryujinx.Graphics.Shader; +using Ryujinx.Graphics.Shader.Translation; +using System; + +namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw +{ + /// <summary> + /// Vertex, tessellation and geometry as compute shader state. + /// </summary> + struct VtgAsComputeState + { + private const int ComputeLocalSize = 32; + + private readonly GpuContext _context; + private readonly GpuChannel _channel; + private readonly DeviceStateWithShadow<ThreedClassState> _state; + private readonly VtgAsComputeContext _vacContext; + private readonly ThreedClass _engine; + private readonly ShaderAsCompute _vertexAsCompute; + private readonly ShaderAsCompute _geometryAsCompute; + private readonly IProgram _vertexPassthroughProgram; + private readonly PrimitiveTopology _topology; + private readonly int _count; + private readonly int _instanceCount; + private readonly int _firstIndex; + private readonly int _firstVertex; + private readonly int _firstInstance; + private readonly bool _indexed; + + private readonly int _vertexDataOffset; + private readonly int _vertexDataSize; + private readonly int _geometryVertexDataOffset; + private readonly int _geometryVertexDataSize; + private readonly int _geometryIndexDataOffset; + private readonly int _geometryIndexDataSize; + private readonly int _geometryIndexDataCount; + + /// <summary> + /// Creates a new vertex, tessellation and geometry as compute shader state. + /// </summary> + /// <param name="context">GPU context</param> + /// <param name="channel">GPU channel</param> + /// <param name="state">3D engine state</param> + /// <param name="vacContext">Vertex as compute context</param> + /// <param name="engine">3D engine</param> + /// <param name="vertexAsCompute">Vertex shader converted to compute</param> + /// <param name="geometryAsCompute">Optional geometry shader converted to compute</param> + /// <param name="vertexPassthroughProgram">Fragment shader with a vertex passthrough shader to feed the compute output into the fragment stage</param> + /// <param name="topology">Primitive topology of the draw</param> + /// <param name="count">Index or vertex count of the draw</param> + /// <param name="instanceCount">Instance count</param> + /// <param name="firstIndex">First index on the index buffer, for indexed draws</param> + /// <param name="firstVertex">First vertex on the vertex buffer</param> + /// <param name="firstInstance">First instance</param> + /// <param name="indexed">Whether the draw is indexed</param> + public VtgAsComputeState( + GpuContext context, + GpuChannel channel, + DeviceStateWithShadow<ThreedClassState> state, + VtgAsComputeContext vacContext, + ThreedClass engine, + ShaderAsCompute vertexAsCompute, + ShaderAsCompute geometryAsCompute, + IProgram vertexPassthroughProgram, + PrimitiveTopology topology, + int count, + int instanceCount, + int firstIndex, + int firstVertex, + int firstInstance, + bool indexed) + { + _context = context; + _channel = channel; + _state = state; + _vacContext = vacContext; + _engine = engine; + _vertexAsCompute = vertexAsCompute; + _geometryAsCompute = geometryAsCompute; + _vertexPassthroughProgram = vertexPassthroughProgram; + _topology = topology; + _count = count; + _instanceCount = instanceCount; + _firstIndex = firstIndex; + _firstVertex = firstVertex; + _firstInstance = firstInstance; + _indexed = indexed; + + int vertexDataSize = vertexAsCompute.Reservations.OutputSizeInBytesPerInvocation * count * instanceCount; + + (_vertexDataOffset, _vertexDataSize) = _vacContext.GetVertexDataBuffer(vertexDataSize); + + if (geometryAsCompute != null) + { + int totalPrimitivesCount = VtgAsComputeContext.GetPrimitivesCount(topology, count * instanceCount); + int maxCompleteStrips = GetMaxCompleteStrips(geometryAsCompute.Info.GeometryVerticesPerPrimitive, geometryAsCompute.Info.GeometryMaxOutputVertices); + int totalVerticesCount = totalPrimitivesCount * geometryAsCompute.Info.GeometryMaxOutputVertices * geometryAsCompute.Info.ThreadsPerInputPrimitive; + int geometryVbDataSize = totalVerticesCount * geometryAsCompute.Reservations.OutputSizeInBytesPerInvocation; + int geometryIbDataCount = totalVerticesCount + totalPrimitivesCount * maxCompleteStrips; + int geometryIbDataSize = geometryIbDataCount * sizeof(uint); + + (_geometryVertexDataOffset, _geometryVertexDataSize) = vacContext.GetGeometryVertexDataBuffer(geometryVbDataSize); + (_geometryIndexDataOffset, _geometryIndexDataSize) = vacContext.GetGeometryIndexDataBuffer(geometryIbDataSize); + + _geometryIndexDataCount = geometryIbDataCount; + } + } + + /// <summary> + /// Emulates the vertex stage using compute. + /// </summary> + public readonly void RunVertex() + { + _context.Renderer.Pipeline.SetProgram(_vertexAsCompute.HostProgram); + + int primitivesCount = VtgAsComputeContext.GetPrimitivesCount(_topology, _count); + + _vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance); + _vacContext.VertexInfoBufferUpdater.SetGeometryCounts(primitivesCount); + + for (int index = 0; index < Constants.TotalVertexAttribs; index++) + { + var vertexAttrib = _state.State.VertexAttribState[index]; + + if (!FormatTable.TryGetSingleComponentAttribFormat(vertexAttrib.UnpackFormat(), out Format format, out int componentsCount)) + { + Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}."); + + format = vertexAttrib.UnpackType() switch + { + VertexAttribType.Sint => Format.R32Sint, + VertexAttribType.Uint => Format.R32Uint, + _ => Format.R32Float + }; + + componentsCount = 4; + } + + if (vertexAttrib.UnpackIsConstant()) + { + _vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount); + _vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0); + SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format); + continue; + } + + int bufferIndex = vertexAttrib.UnpackBufferIndex(); + + GpuVa endAddress = _state.State.VertexBufferEndAddress[bufferIndex]; + var vertexBuffer = _state.State.VertexBufferState[bufferIndex]; + bool instanced = _state.State.VertexBufferInstanced[bufferIndex]; + + ulong address = vertexBuffer.Address.Pack(); + + if (!vertexBuffer.UnpackEnable() || !_channel.MemoryManager.IsMapped(address)) + { + _vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount); + _vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0); + SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format); + continue; + } + + int vbStride = vertexBuffer.UnpackStride(); + ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count); + + ulong oldVbSize = vbSize; + + ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset(); + int componentSize = format.GetScalarSize(); + + address += attributeOffset; + + ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1); + + vbSize = Align(vbSize - attributeOffset + misalign, componentSize); + + SetBufferTexture(_vertexAsCompute.Reservations, index, format, address - misalign, vbSize); + + _vacContext.VertexInfoBufferUpdater.SetVertexStride(index, vbStride / componentSize, componentsCount); + _vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, (int)misalign / componentSize, instanced ? vertexBuffer.Divisor : 0); + } + + if (_indexed) + { + SetIndexBufferTexture(_vertexAsCompute.Reservations, _firstIndex, _count, out int ibOffset); + _vacContext.VertexInfoBufferUpdater.SetIndexBufferOffset(ibOffset); + } + else + { + SetSequentialIndexBufferTexture(_vertexAsCompute.Reservations, _count); + _vacContext.VertexInfoBufferUpdater.SetIndexBufferOffset(0); + } + + int vertexInfoBinding = _vertexAsCompute.Reservations.VertexInfoConstantBufferBinding; + BufferRange vertexInfoRange = new(_vacContext.VertexInfoBufferUpdater.Handle, 0, VertexInfoBuffer.RequiredSize); + _context.Renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(vertexInfoBinding, vertexInfoRange) }); + + int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding; + BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize); + _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexDataRange) }); + + _vacContext.VertexInfoBufferUpdater.Commit(); + + _context.Renderer.Pipeline.DispatchCompute( + BitUtils.DivRoundUp(_count, ComputeLocalSize), + BitUtils.DivRoundUp(_instanceCount, ComputeLocalSize), + 1); + } + + /// <summary> + /// Emulates the geometry stage using compute, if it exists, otherwise does nothing. + /// </summary> + public readonly void RunGeometry() + { + if (_geometryAsCompute == null) + { + return; + } + + int primitivesCount = VtgAsComputeContext.GetPrimitivesCount(_topology, _count); + + _vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance); + _vacContext.VertexInfoBufferUpdater.SetGeometryCounts(primitivesCount); + _vacContext.VertexInfoBufferUpdater.Commit(); + + int vertexInfoBinding = _vertexAsCompute.Reservations.VertexInfoConstantBufferBinding; + BufferRange vertexInfoRange = new(_vacContext.VertexInfoBufferUpdater.Handle, 0, VertexInfoBuffer.RequiredSize); + _context.Renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(vertexInfoBinding, vertexInfoRange) }); + + int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding; + + // Wait until compute is done. + // TODO: Batch compute and draw operations to avoid pipeline stalls. + _context.Renderer.Pipeline.Barrier(); + _context.Renderer.Pipeline.SetProgram(_geometryAsCompute.HostProgram); + + SetTopologyRemapBufferTexture(_geometryAsCompute.Reservations, _topology, _count); + + int geometryVbBinding = _geometryAsCompute.Reservations.GeometryVertexOutputStorageBufferBinding; + int geometryIbBinding = _geometryAsCompute.Reservations.GeometryIndexOutputStorageBufferBinding; + + BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize); + BufferRange vertexBuffer = _vacContext.GetGeometryVertexDataBufferRange(_geometryVertexDataOffset, _geometryVertexDataSize); + BufferRange indexBuffer = _vacContext.GetGeometryIndexDataBufferRange(_geometryIndexDataOffset, _geometryIndexDataSize); + + _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] + { + new BufferAssignment(vertexDataBinding, vertexDataRange), + new BufferAssignment(geometryVbBinding, vertexBuffer), + new BufferAssignment(geometryIbBinding, indexBuffer), + }); + + _context.Renderer.Pipeline.DispatchCompute( + BitUtils.DivRoundUp(primitivesCount, ComputeLocalSize), + BitUtils.DivRoundUp(_instanceCount, ComputeLocalSize), + _geometryAsCompute.Info.ThreadsPerInputPrimitive); + } + + /// <summary> + /// Performs a draw using the data produced on the vertex, tessellation and geometry stages, + /// if rasterizer discard is disabled. + /// </summary> + public readonly void RunFragment() + { + bool tfEnabled = _state.State.TfEnable; + + if (!_state.State.RasterizeEnable && (!tfEnabled || !_context.Capabilities.SupportsTransformFeedback)) + { + // No need to run fragment if rasterizer discard is enabled, + // and we are emulating transform feedback or transform feedback is disabled. + + // Note: We might skip geometry shader here, but right now, this is fine, + // because the only cases that triggers VTG to compute are geometry shader + // being not supported, or the vertex pipeline doing store operations. + // If the geometry shader does not do any store and rasterizer discard is enabled, the geometry shader can be skipped. + // If the geometry shader does have stores, it would have been converted to compute too if stores are not supported. + + return; + } + + int vertexDataBinding = _vertexAsCompute.Reservations.VertexOutputStorageBufferBinding; + + _context.Renderer.Pipeline.Barrier(); + + _vacContext.VertexInfoBufferUpdater.SetVertexCounts(_count, _instanceCount, _firstVertex, _firstInstance); + _vacContext.VertexInfoBufferUpdater.Commit(); + + if (_geometryAsCompute != null) + { + BufferRange vertexBuffer = _vacContext.GetGeometryVertexDataBufferRange(_geometryVertexDataOffset, _geometryVertexDataSize); + BufferRange indexBuffer = _vacContext.GetGeometryIndexDataBufferRange(_geometryIndexDataOffset, _geometryIndexDataSize); + + _context.Renderer.Pipeline.SetProgram(_vertexPassthroughProgram); + _context.Renderer.Pipeline.SetIndexBuffer(indexBuffer, IndexType.UInt); + _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexBuffer) }); + + _context.Renderer.Pipeline.SetPrimitiveRestart(true, -1); + _context.Renderer.Pipeline.SetPrimitiveTopology(GetGeometryOutputTopology(_geometryAsCompute.Info.GeometryVerticesPerPrimitive)); + + _context.Renderer.Pipeline.DrawIndexed(_geometryIndexDataCount, 1, 0, 0, 0); + + _engine.ForceStateDirtyByIndex(StateUpdater.IndexBufferStateIndex); + _engine.ForceStateDirtyByIndex(StateUpdater.PrimitiveRestartStateIndex); + } + else + { + BufferRange vertexDataRange = _vacContext.GetVertexDataBufferRange(_vertexDataOffset, _vertexDataSize); + + _context.Renderer.Pipeline.SetProgram(_vertexPassthroughProgram); + _context.Renderer.Pipeline.SetStorageBuffers(stackalloc[] { new BufferAssignment(vertexDataBinding, vertexDataRange) }); + _context.Renderer.Pipeline.Draw(_count, _instanceCount, 0, 0); + } + } + + /// <summary> + /// Gets a strip primitive topology from the vertices per primitive count. + /// </summary> + /// <param name="verticesPerPrimitive">Vertices per primitive count</param> + /// <returns>Primitive topology</returns> + private static PrimitiveTopology GetGeometryOutputTopology(int verticesPerPrimitive) + { + return verticesPerPrimitive switch + { + 3 => PrimitiveTopology.TriangleStrip, + 2 => PrimitiveTopology.LineStrip, + _ => PrimitiveTopology.Points, + }; + } + + /// <summary> + /// Gets the maximum number of complete primitive strips for a vertex count. + /// </summary> + /// <param name="verticesPerPrimitive">Vertices per primitive count</param> + /// <param name="maxOutputVertices">Maximum geometry shader output vertices count</param> + /// <returns>Maximum number of complete primitive strips</returns> + private static int GetMaxCompleteStrips(int verticesPerPrimitive, int maxOutputVertices) + { + return maxOutputVertices / verticesPerPrimitive; + } + + /// <summary> + /// Binds a dummy buffer as vertex buffer into a buffer texture. + /// </summary> + /// <param name="reservations">Shader resource binding reservations</param> + /// <param name="index">Buffer texture index</param> + /// <param name="format">Buffer texture format</param> + private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format) + { + ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format); + bufferTexture.SetStorage(_vacContext.GetDummyBufferRange()); + + _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null); + } + + /// <summary> + /// Binds a vertex buffer into a buffer texture. + /// </summary> + /// <param name="reservations">Shader resource binding reservations</param> + /// <param name="index">Buffer texture index</param> + /// <param name="format">Buffer texture format</param> + /// <param name="address">Address of the vertex buffer</param> + /// <param name="size">Size of the buffer in bytes</param> + private readonly void SetBufferTexture(ResourceReservations reservations, int index, Format format, ulong address, ulong size) + { + var memoryManager = _channel.MemoryManager; + + address = memoryManager.Translate(address); + BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address, size); + + ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format); + bufferTexture.SetStorage(range); + + _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null); + } + + /// <summary> + /// Binds the index buffer into a buffer texture. + /// </summary> + /// <param name="reservations">Shader resource binding reservations</param> + /// <param name="firstIndex">First index of the index buffer</param> + /// <param name="count">Index count</param> + /// <param name="misalignedOffset">Offset that should be added when accessing the buffer texture on the shader</param> + private readonly void SetIndexBufferTexture(ResourceReservations reservations, int firstIndex, int count, out int misalignedOffset) + { + ulong address = _state.State.IndexBufferState.Address.Pack(); + ulong indexOffset = (ulong)firstIndex; + ulong size = (ulong)count; + + int shift = 0; + Format format = Format.R8Uint; + + switch (_state.State.IndexBufferState.Type) + { + case IndexType.UShort: + shift = 1; + format = Format.R16Uint; + break; + case IndexType.UInt: + shift = 2; + format = Format.R32Uint; + break; + } + + indexOffset <<= shift; + size <<= shift; + + var memoryManager = _channel.MemoryManager; + + address = memoryManager.Translate(address + indexOffset); + ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1); + BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address - misalign, size + misalign); + misalignedOffset = (int)misalign >> shift; + + SetIndexBufferTexture(reservations, range, format); + } + + /// <summary> + /// Sets the host buffer texture for the index buffer. + /// </summary> + /// <param name="reservations">Shader resource binding reservations</param> + /// <param name="range">Index buffer range</param> + /// <param name="format">Index buffer format</param> + private readonly void SetIndexBufferTexture(ResourceReservations reservations, BufferRange range, Format format) + { + ITexture bufferTexture = _vacContext.EnsureBufferTexture(0, format); + bufferTexture.SetStorage(range); + + _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.IndexBufferTextureBinding, bufferTexture, null); + } + + /// <summary> + /// Sets the host buffer texture for the topology remap buffer. + /// </summary> + /// <param name="reservations">Shader resource binding reservations</param> + /// <param name="topology">Input topology</param> + /// <param name="count">Input vertex count</param> + private readonly void SetTopologyRemapBufferTexture(ResourceReservations reservations, PrimitiveTopology topology, int count) + { + ITexture bufferTexture = _vacContext.EnsureBufferTexture(1, Format.R32Uint); + bufferTexture.SetStorage(_vacContext.GetOrCreateTopologyRemapBuffer(topology, count)); + + _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.TopologyRemapBufferTextureBinding, bufferTexture, null); + } + + /// <summary> + /// Sets the host buffer texture to a generated sequential index buffer. + /// </summary> + /// <param name="reservations">Shader resource binding reservations</param> + /// <param name="count">Vertex count</param> + private readonly void SetSequentialIndexBufferTexture(ResourceReservations reservations, int count) + { + BufferHandle sequentialIndexBuffer = _vacContext.GetSequentialIndexBuffer(count); + + ITexture bufferTexture = _vacContext.EnsureBufferTexture(0, Format.R32Uint); + bufferTexture.SetStorage(new BufferRange(sequentialIndexBuffer, 0, count * sizeof(uint))); + + _context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.IndexBufferTextureBinding, bufferTexture, null); + } + + /// <summary> + /// Gets the size of a vertex buffer based on the current 3D engine state. + /// </summary> + /// <param name="vbAddress">Vertex buffer address</param> + /// <param name="vbEndAddress">Vertex buffer end address (exclusive)</param> + /// <param name="vbStride">Vertex buffer stride</param> + /// <param name="indexed">Whether the draw is indexed</param> + /// <param name="instanced">Whether the draw is instanced</param> + /// <param name="firstVertex">First vertex index</param> + /// <param name="vertexCount">Vertex count</param> + /// <returns>Size of the vertex buffer, in bytes</returns> + private readonly ulong GetVertexBufferSize(ulong vbAddress, ulong vbEndAddress, int vbStride, bool indexed, bool instanced, int firstVertex, int vertexCount) + { + IndexType indexType = _state.State.IndexBufferState.Type; + bool indexTypeSmall = indexType == IndexType.UByte || indexType == IndexType.UShort; + ulong vbSize = vbEndAddress - vbAddress + 1; + ulong size; + + if (indexed || vbStride == 0 || instanced) + { + // 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 = vbSize; + + if (vbStride > 0 && indexTypeSmall && indexed && !instanced) + { + // If the index type is a small integer type, then we might be still able + // to reduce the vertex buffer size based on the maximum possible index value. + + ulong maxVertexBufferSize = indexType == IndexType.UByte ? 0x100UL : 0x10000UL; + + maxVertexBufferSize += _state.State.FirstVertex; + maxVertexBufferSize *= (uint)vbStride; + + size = Math.Min(size, maxVertexBufferSize); + } + } + else + { + // For non-indexed draws, we can guess the size from the vertex count + // and stride. + + int firstInstance = (int)_state.State.FirstInstance; + + size = Math.Min(vbSize, (ulong)((firstInstance + firstVertex + vertexCount) * vbStride)); + } + + return size; + } + + /// <summary> + /// Aligns a size to a given alignment value. + /// </summary> + /// <param name="size">Size</param> + /// <param name="alignment">Alignment</param> + /// <returns>Aligned size</returns> + private static ulong Align(ulong size, int alignment) + { + ulong align = (ulong)alignment; + + size += align - 1; + + size /= align; + size *= align; + + return size; + } + } +} |