diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu')
26 files changed, 2202 insertions, 226 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs b/src/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs index 6ba1bc22..180e2a6b 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/GPFifo/GPFifoProcessor.cs @@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo /// <summary> /// Represents a GPU General Purpose FIFO command processor. /// </summary> - class GPFifoProcessor + class GPFifoProcessor : IDisposable { private const int MacrosCount = 0x80; private const int MacroIndexMask = MacrosCount - 1; @@ -327,5 +327,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo { _3dClass.PerformDeferredDraws(); } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + _3dClass.Dispose(); + } + } + + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VertexInfoBufferUpdater.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VertexInfoBufferUpdater.cs new file mode 100644 index 00000000..65f556fc --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VertexInfoBufferUpdater.cs @@ -0,0 +1,141 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Memory; +using Ryujinx.Graphics.Shader; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw +{ + /// <summary> + /// Vertex info buffer data updater. + /// </summary> + class VertexInfoBufferUpdater : BufferUpdater + { + private VertexInfoBuffer _data; + + /// <summary> + /// Creates a new instance of the vertex info buffer updater. + /// </summary> + /// <param name="renderer">Renderer that the vertex info buffer will be used with</param> + public VertexInfoBufferUpdater(IRenderer renderer) : base(renderer) + { + } + + /// <summary> + /// Sets vertex data related counts. + /// </summary> + /// <param name="vertexCount">Number of vertices used on the draw</param> + /// <param name="instanceCount">Number of draw instances</param> + /// <param name="firstVertex">Index of the first vertex on the vertex buffer</param> + /// <param name="firstInstance">Index of the first instanced vertex on the vertex buffer</param> + public void SetVertexCounts(int vertexCount, int instanceCount, int firstVertex, int firstInstance) + { + if (_data.VertexCounts.X != vertexCount) + { + _data.VertexCounts.X = vertexCount; + MarkDirty(VertexInfoBuffer.VertexCountsOffset, sizeof(int)); + } + + if (_data.VertexCounts.Y != instanceCount) + { + _data.VertexCounts.Y = instanceCount; + MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int), sizeof(int)); + } + + if (_data.VertexCounts.Z != firstVertex) + { + _data.VertexCounts.Z = firstVertex; + MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int) * 2, sizeof(int)); + } + + if (_data.VertexCounts.W != firstInstance) + { + _data.VertexCounts.W = firstInstance; + MarkDirty(VertexInfoBuffer.VertexCountsOffset + sizeof(int) * 3, sizeof(int)); + } + } + + /// <summary> + /// Sets vertex data related counts. + /// </summary> + /// <param name="primitivesCount">Number of primitives consumed by the geometry shader</param> + public void SetGeometryCounts(int primitivesCount) + { + if (_data.GeometryCounts.X != primitivesCount) + { + _data.GeometryCounts.X = primitivesCount; + MarkDirty(VertexInfoBuffer.GeometryCountsOffset, sizeof(int)); + } + } + + /// <summary> + /// Sets a vertex stride and related data. + /// </summary> + /// <param name="index">Index of the vertex stride to be updated</param> + /// <param name="stride">Stride divided by the component or format size</param> + /// <param name="componentCount">Number of components that the format has</param> + public void SetVertexStride(int index, int stride, int componentCount) + { + if (_data.VertexStrides[index].X != stride) + { + _data.VertexStrides[index].X = stride; + MarkDirty(VertexInfoBuffer.VertexStridesOffset + index * Unsafe.SizeOf<Vector4<int>>(), sizeof(int)); + } + + for (int c = 1; c < 4; c++) + { + int value = c < componentCount ? 1 : 0; + + ref int currentValue = ref GetElementRef(ref _data.VertexStrides[index], c); + + if (currentValue != value) + { + currentValue = value; + MarkDirty(VertexInfoBuffer.VertexStridesOffset + index * Unsafe.SizeOf<Vector4<int>>() + c * sizeof(int), sizeof(int)); + } + } + } + + /// <summary> + /// Sets a vertex offset and related data. + /// </summary> + /// <param name="index">Index of the vertex offset to be updated</param> + /// <param name="offset">Offset divided by the component or format size</param> + /// <param name="divisor">If the draw is instanced, should have the vertex divisor value, otherwise should be zero</param> + public void SetVertexOffset(int index, int offset, int divisor) + { + if (_data.VertexOffsets[index].X != offset) + { + _data.VertexOffsets[index].X = offset; + MarkDirty(VertexInfoBuffer.VertexOffsetsOffset + index * Unsafe.SizeOf<Vector4<int>>(), sizeof(int)); + } + + if (_data.VertexOffsets[index].Y != divisor) + { + _data.VertexOffsets[index].Y = divisor; + MarkDirty(VertexInfoBuffer.VertexOffsetsOffset + index * Unsafe.SizeOf<Vector4<int>>() + sizeof(int), sizeof(int)); + } + } + + /// <summary> + /// Sets the offset of the index buffer. + /// </summary> + /// <param name="offset">Offset divided by the component size</param> + public void SetIndexBufferOffset(int offset) + { + if (_data.GeometryCounts.W != offset) + { + _data.GeometryCounts.W = offset; + MarkDirty(VertexInfoBuffer.GeometryCountsOffset + sizeof(int) * 3, sizeof(int)); + } + } + + /// <summary> + /// Submits all pending buffer updates to the GPU. + /// </summary> + public void Commit() + { + Commit(MemoryMarshal.Cast<VertexInfoBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1))); + } + } +} diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsCompute.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsCompute.cs new file mode 100644 index 00000000..cbbfd251 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsCompute.cs @@ -0,0 +1,96 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Shader; +using System; + +namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw +{ + /// <summary> + /// Vertex, tessellation and geometry as compute shader draw manager. + /// </summary> + class VtgAsCompute : IDisposable + { + private readonly GpuContext _context; + private readonly GpuChannel _channel; + private readonly DeviceStateWithShadow<ThreedClassState> _state; + private readonly VtgAsComputeContext _vacContext; + + /// <summary> + /// Creates a new instance of the vertex, tessellation and geometry as compute shader draw manager. + /// </summary> + /// <param name="context">GPU context</param> + /// <param name="channel">GPU channel</param> + /// <param name="state">3D engine state</param> + public VtgAsCompute(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state) + { + _context = context; + _channel = channel; + _state = state; + _vacContext = new(context); + } + + /// <summary> + /// Emulates the pre-rasterization stages of a draw operation using a compute shader. + /// </summary> + /// <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 void DrawAsCompute( + ThreedClass engine, + ShaderAsCompute vertexAsCompute, + ShaderAsCompute geometryAsCompute, + IProgram vertexPassthroughProgram, + PrimitiveTopology topology, + int count, + int instanceCount, + int firstIndex, + int firstVertex, + int firstInstance, + bool indexed) + { + VtgAsComputeState state = new( + _context, + _channel, + _state, + _vacContext, + engine, + vertexAsCompute, + geometryAsCompute, + vertexPassthroughProgram, + topology, + count, + instanceCount, + firstIndex, + firstVertex, + firstInstance, + indexed); + + state.RunVertex(); + state.RunGeometry(); + state.RunFragment(); + + _vacContext.FreeBuffers(); + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + _vacContext.Dispose(); + } + } + + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } + } +} diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeContext.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeContext.cs new file mode 100644 index 00000000..e9b754ff --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ComputeDraw/VtgAsComputeContext.cs @@ -0,0 +1,648 @@ +using Ryujinx.Common; +using Ryujinx.Graphics.GAL; +using System; +using System.Collections.Generic; +using System.Runtime.InteropServices; + +namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw +{ + /// <summary> + /// Vertex, tessellation and geometry as compute shader context. + /// </summary> + class VtgAsComputeContext : IDisposable + { + private const int DummyBufferSize = 16; + + private readonly GpuContext _context; + + /// <summary> + /// Cache of buffer textures used for vertex and index buffers. + /// </summary> + private class BufferTextureCache : IDisposable + { + private readonly Dictionary<Format, ITexture> _cache; + + /// <summary> + /// Creates a new instance of the buffer texture cache. + /// </summary> + public BufferTextureCache() + { + _cache = new(); + } + + /// <summary> + /// Gets a cached or creates and caches a buffer texture with the specified format. + /// </summary> + /// <param name="renderer">Renderer where the texture will be used</param> + /// <param name="format">Format of the buffer texture</param> + /// <returns>Buffer texture</returns> + public ITexture Get(IRenderer renderer, Format format) + { + if (!_cache.TryGetValue(format, out ITexture bufferTexture)) + { + bufferTexture = renderer.CreateTexture(new TextureCreateInfo( + 1, + 1, + 1, + 1, + 1, + 1, + 1, + 1, + format, + DepthStencilMode.Depth, + Target.TextureBuffer, + SwizzleComponent.Red, + SwizzleComponent.Green, + SwizzleComponent.Blue, + SwizzleComponent.Alpha)); + + _cache.Add(format, bufferTexture); + } + + return bufferTexture; + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + foreach (var texture in _cache.Values) + { + texture.Release(); + } + + _cache.Clear(); + } + } + + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } + } + + /// <summary> + /// Buffer state. + /// </summary> + private struct Buffer + { + /// <summary> + /// Buffer handle. + /// </summary> + public BufferHandle Handle; + + /// <summary> + /// Current free buffer offset. + /// </summary> + public int Offset; + + /// <summary> + /// Total buffer size in bytes. + /// </summary> + public int Size; + } + + /// <summary> + /// Index buffer state. + /// </summary> + private readonly struct IndexBuffer + { + /// <summary> + /// Buffer handle. + /// </summary> + public BufferHandle Handle { get; } + + /// <summary> + /// Index count. + /// </summary> + public int Count { get; } + + /// <summary> + /// Size in bytes. + /// </summary> + public int Size { get; } + + /// <summary> + /// Creates a new index buffer state. + /// </summary> + /// <param name="handle">Buffer handle</param> + /// <param name="count">Index count</param> + /// <param name="size">Size in bytes</param> + public IndexBuffer(BufferHandle handle, int count, int size) + { + Handle = handle; + Count = count; + Size = size; + } + + /// <summary> + /// Creates a full range starting from the beggining of the buffer. + /// </summary> + /// <returns>Range</returns> + public readonly BufferRange ToRange() + { + return new BufferRange(Handle, 0, Size); + } + + /// <summary> + /// Creates a range starting from the beggining of the buffer, with the specified size. + /// </summary> + /// <param name="size">Size in bytes of the range</param> + /// <returns>Range</returns> + public readonly BufferRange ToRange(int size) + { + return new BufferRange(Handle, 0, size); + } + } + + private readonly BufferTextureCache[] _bufferTextures; + private BufferHandle _dummyBuffer; + private Buffer _vertexDataBuffer; + private Buffer _geometryVertexDataBuffer; + private Buffer _geometryIndexDataBuffer; + private BufferHandle _sequentialIndexBuffer; + private int _sequentialIndexBufferCount; + + private readonly Dictionary<PrimitiveTopology, IndexBuffer> _topologyRemapBuffers; + + /// <summary> + /// Vertex information buffer updater. + /// </summary> + public VertexInfoBufferUpdater VertexInfoBufferUpdater { get; } + + /// <summary> + /// Creates a new instance of the vertex, tessellation and geometry as compute shader context. + /// </summary> + /// <param name="context"></param> + public VtgAsComputeContext(GpuContext context) + { + _context = context; + _bufferTextures = new BufferTextureCache[Constants.TotalVertexBuffers + 2]; + _topologyRemapBuffers = new(); + VertexInfoBufferUpdater = new(context.Renderer); + } + + /// <summary> + /// Gets the number of complete primitives that can be formed with a given vertex count, for a given topology. + /// </summary> + /// <param name="primitiveType">Topology</param> + /// <param name="count">Vertex count</param> + /// <returns>Total of complete primitives</returns> + public static int GetPrimitivesCount(PrimitiveTopology primitiveType, int count) + { + return primitiveType switch + { + PrimitiveTopology.Lines => count / 2, + PrimitiveTopology.LinesAdjacency => count / 4, + PrimitiveTopology.LineLoop => count > 1 ? count : 0, + PrimitiveTopology.LineStrip => Math.Max(count - 1, 0), + PrimitiveTopology.LineStripAdjacency => Math.Max(count - 3, 0), + PrimitiveTopology.Triangles => count / 3, + PrimitiveTopology.TrianglesAdjacency => count / 6, + PrimitiveTopology.TriangleStrip or + PrimitiveTopology.TriangleFan or + PrimitiveTopology.Polygon => Math.Max(count - 2, 0), + PrimitiveTopology.TriangleStripAdjacency => Math.Max(count - 2, 0) / 2, + PrimitiveTopology.Quads => (count / 4) * 2, // In triangles. + PrimitiveTopology.QuadStrip => Math.Max((count - 2) / 2, 0) * 2, // In triangles. + _ => count, + }; + } + + /// <summary> + /// Gets the total of vertices that a single primitive has, for the specified topology. + /// </summary> + /// <param name="primitiveType">Topology</param> + /// <returns>Vertex count</returns> + private static int GetVerticesPerPrimitive(PrimitiveTopology primitiveType) + { + return primitiveType switch + { + PrimitiveTopology.Lines or + PrimitiveTopology.LineLoop or + PrimitiveTopology.LineStrip => 2, + PrimitiveTopology.LinesAdjacency or + PrimitiveTopology.LineStripAdjacency => 4, + PrimitiveTopology.Triangles or + PrimitiveTopology.TriangleStrip or + PrimitiveTopology.TriangleFan or + PrimitiveTopology.Polygon => 3, + PrimitiveTopology.TrianglesAdjacency or + PrimitiveTopology.TriangleStripAdjacency => 6, + PrimitiveTopology.Quads or + PrimitiveTopology.QuadStrip => 3, // 2 triangles. + _ => 1, + }; + } + + /// <summary> + /// Gets a cached or creates a new buffer that can be used to map linear indices to ones + /// of a specified topology, and build complete primitives. + /// </summary> + /// <param name="topology">Topology</param> + /// <param name="count">Number of input vertices that needs to be mapped using that buffer</param> + /// <returns>Remap buffer range</returns> + public BufferRange GetOrCreateTopologyRemapBuffer(PrimitiveTopology topology, int count) + { + if (!_topologyRemapBuffers.TryGetValue(topology, out IndexBuffer buffer) || buffer.Count < count) + { + if (buffer.Handle != BufferHandle.Null) + { + _context.Renderer.DeleteBuffer(buffer.Handle); + } + + buffer = CreateTopologyRemapBuffer(topology, count); + _topologyRemapBuffers[topology] = buffer; + + return buffer.ToRange(); + } + + return buffer.ToRange(Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1) * sizeof(uint)); + } + + /// <summary> + /// Creates a new topology remap buffer. + /// </summary> + /// <param name="topology">Topology</param> + /// <param name="count">Maximum of vertices that will be accessed</param> + /// <returns>Remap buffer range</returns> + private IndexBuffer CreateTopologyRemapBuffer(PrimitiveTopology topology, int count) + { + // Size can't be zero as creating zero sized buffers is invalid. + Span<int> data = new int[Math.Max(GetPrimitivesCount(topology, count) * GetVerticesPerPrimitive(topology), 1)]; + + switch (topology) + { + case PrimitiveTopology.Points: + case PrimitiveTopology.Lines: + case PrimitiveTopology.LinesAdjacency: + case PrimitiveTopology.Triangles: + case PrimitiveTopology.TrianglesAdjacency: + case PrimitiveTopology.Patches: + for (int index = 0; index < data.Length; index++) + { + data[index] = index; + } + break; + case PrimitiveTopology.LineLoop: + data[^1] = 0; + + for (int index = 0; index < ((data.Length - 1) & ~1); index += 2) + { + data[index] = index >> 1; + data[index + 1] = (index >> 1) + 1; + } + break; + case PrimitiveTopology.LineStrip: + for (int index = 0; index < ((data.Length - 1) & ~1); index += 2) + { + data[index] = index >> 1; + data[index + 1] = (index >> 1) + 1; + } + break; + case PrimitiveTopology.TriangleStrip: + int tsTrianglesCount = data.Length / 3; + int tsOutIndex = 3; + + if (tsTrianglesCount > 0) + { + data[0] = 0; + data[1] = 1; + data[2] = 2; + } + + for (int tri = 1; tri < tsTrianglesCount; tri++) + { + int baseIndex = tri * 3; + + if ((tri & 1) != 0) + { + data[baseIndex] = tsOutIndex - 1; + data[baseIndex + 1] = tsOutIndex - 2; + data[baseIndex + 2] = tsOutIndex++; + } + else + { + data[baseIndex] = tsOutIndex - 2; + data[baseIndex + 1] = tsOutIndex - 1; + data[baseIndex + 2] = tsOutIndex++; + } + } + break; + case PrimitiveTopology.TriangleFan: + case PrimitiveTopology.Polygon: + int tfTrianglesCount = data.Length / 3; + int tfOutIndex = 1; + + for (int index = 0; index < tfTrianglesCount * 3; index += 3) + { + data[index] = 0; + data[index + 1] = tfOutIndex; + data[index + 2] = ++tfOutIndex; + } + break; + case PrimitiveTopology.Quads: + int qQuadsCount = data.Length / 6; + + for (int quad = 0; quad < qQuadsCount; quad++) + { + int index = quad * 6; + int qIndex = quad * 4; + + data[index] = qIndex; + data[index + 1] = qIndex + 1; + data[index + 2] = qIndex + 2; + data[index + 3] = qIndex; + data[index + 4] = qIndex + 2; + data[index + 5] = qIndex + 3; + } + break; + case PrimitiveTopology.QuadStrip: + int qsQuadsCount = data.Length / 6; + + if (qsQuadsCount > 0) + { + data[0] = 0; + data[1] = 1; + data[2] = 2; + data[3] = 0; + data[4] = 2; + data[5] = 3; + } + + for (int quad = 1; quad < qsQuadsCount; quad++) + { + int index = quad * 6; + int qIndex = quad * 2; + + data[index] = qIndex + 1; + data[index + 1] = qIndex; + data[index + 2] = qIndex + 2; + data[index + 3] = qIndex + 1; + data[index + 4] = qIndex + 2; + data[index + 5] = qIndex + 3; + } + break; + case PrimitiveTopology.LineStripAdjacency: + for (int index = 0; index < ((data.Length - 3) & ~3); index += 4) + { + int lIndex = index >> 2; + + data[index] = lIndex; + data[index + 1] = lIndex + 1; + data[index + 2] = lIndex + 2; + data[index + 3] = lIndex + 3; + } + break; + case PrimitiveTopology.TriangleStripAdjacency: + int tsaTrianglesCount = data.Length / 6; + int tsaOutIndex = 6; + + if (tsaTrianglesCount > 0) + { + data[0] = 0; + data[1] = 1; + data[2] = 2; + data[3] = 3; + data[4] = 4; + data[5] = 5; + } + + for (int tri = 1; tri < tsaTrianglesCount; tri++) + { + int baseIndex = tri * 6; + + if ((tri & 1) != 0) + { + data[baseIndex] = tsaOutIndex - 2; + data[baseIndex + 1] = tsaOutIndex - 1; + data[baseIndex + 2] = tsaOutIndex - 4; + data[baseIndex + 3] = tsaOutIndex - 3; + data[baseIndex + 4] = tsaOutIndex++; + data[baseIndex + 5] = tsaOutIndex++; + } + else + { + data[baseIndex] = tsaOutIndex - 4; + data[baseIndex + 1] = tsaOutIndex - 3; + data[baseIndex + 2] = tsaOutIndex - 2; + data[baseIndex + 3] = tsaOutIndex - 1; + data[baseIndex + 4] = tsaOutIndex++; + data[baseIndex + 5] = tsaOutIndex++; + } + } + break; + } + + ReadOnlySpan<byte> dataBytes = MemoryMarshal.Cast<int, byte>(data); + + BufferHandle buffer = _context.Renderer.CreateBuffer(dataBytes.Length); + _context.Renderer.SetBufferData(buffer, 0, dataBytes); + + return new IndexBuffer(buffer, count, dataBytes.Length); + } + + /// <summary> + /// Gets a buffer texture with a given format, for the given index. + /// </summary> + /// <param name="index">Index of the buffer texture</param> + /// <param name="format">Format of the buffer texture</param> + /// <returns>Buffer texture</returns> + public ITexture EnsureBufferTexture(int index, Format format) + { + return (_bufferTextures[index] ??= new()).Get(_context.Renderer, format); + } + + /// <summary> + /// Gets the offset and size of usable storage on the output vertex buffer. + /// </summary> + /// <param name="size">Size in bytes that will be used</param> + /// <returns>Usable offset and size on the buffer</returns> + public (int, int) GetVertexDataBuffer(int size) + { + return EnsureBuffer(ref _vertexDataBuffer, size); + } + + /// <summary> + /// Gets the offset and size of usable storage on the output geometry shader vertex buffer. + /// </summary> + /// <param name="size">Size in bytes that will be used</param> + /// <returns>Usable offset and size on the buffer</returns> + public (int, int) GetGeometryVertexDataBuffer(int size) + { + return EnsureBuffer(ref _geometryVertexDataBuffer, size); + } + + /// <summary> + /// Gets the offset and size of usable storage on the output geometry shader index buffer. + /// </summary> + /// <param name="size">Size in bytes that will be used</param> + /// <returns>Usable offset and size on the buffer</returns> + public (int, int) GetGeometryIndexDataBuffer(int size) + { + return EnsureBuffer(ref _geometryIndexDataBuffer, size); + } + + /// <summary> + /// Gets a range of the output vertex buffer for binding. + /// </summary> + /// <param name="offset">Offset of the range</param> + /// <param name="size">Size of the range in bytes</param> + /// <returns>Range</returns> + public BufferRange GetVertexDataBufferRange(int offset, int size) + { + return new BufferRange(_vertexDataBuffer.Handle, offset, size); + } + + /// <summary> + /// Gets a range of the output geometry shader vertex buffer for binding. + /// </summary> + /// <param name="offset">Offset of the range</param> + /// <param name="size">Size of the range in bytes</param> + /// <returns>Range</returns> + public BufferRange GetGeometryVertexDataBufferRange(int offset, int size) + { + return new BufferRange(_geometryVertexDataBuffer.Handle, offset, size); + } + + /// <summary> + /// Gets a range of the output geometry shader index buffer for binding. + /// </summary> + /// <param name="offset">Offset of the range</param> + /// <param name="size">Size of the range in bytes</param> + /// <returns>Range</returns> + public BufferRange GetGeometryIndexDataBufferRange(int offset, int size) + { + return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size); + } + + /// <summary> + /// Gets the range for a dummy 16 bytes buffer, filled with zeros. + /// </summary> + /// <returns>Dummy buffer range</returns> + public BufferRange GetDummyBufferRange() + { + if (_dummyBuffer == BufferHandle.Null) + { + _dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize); + _context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0); + } + + return new BufferRange(_dummyBuffer, 0, DummyBufferSize); + } + + /// <summary> + /// Gets the range for a sequential index buffer, with ever incrementing index values. + /// </summary> + /// <param name="count">Minimum number of indices that the buffer should have</param> + /// <returns>Buffer handle</returns> + public BufferHandle GetSequentialIndexBuffer(int count) + { + if (_sequentialIndexBufferCount < count) + { + if (_sequentialIndexBuffer != BufferHandle.Null) + { + _context.Renderer.DeleteBuffer(_sequentialIndexBuffer); + } + + _sequentialIndexBuffer = _context.Renderer.CreateBuffer(count * sizeof(uint)); + _sequentialIndexBufferCount = count; + + Span<int> data = new int[count]; + + for (int index = 0; index < count; index++) + { + data[index] = index; + } + + _context.Renderer.SetBufferData(_sequentialIndexBuffer, 0, MemoryMarshal.Cast<int, byte>(data)); + } + + return _sequentialIndexBuffer; + } + + /// <summary> + /// Ensure that a buffer exists, is large enough, and allocates a sub-region of the specified size inside the buffer. + /// </summary> + /// <param name="buffer">Buffer state</param> + /// <param name="size">Required size in bytes</param> + /// <returns>Allocated offset and size</returns> + private (int, int) EnsureBuffer(ref Buffer buffer, int size) + { + int newSize = buffer.Offset + size; + + if (buffer.Size < newSize) + { + if (buffer.Handle != BufferHandle.Null) + { + _context.Renderer.DeleteBuffer(buffer.Handle); + } + + buffer.Handle = _context.Renderer.CreateBuffer(newSize); + buffer.Size = newSize; + } + + int offset = buffer.Offset; + + buffer.Offset = BitUtils.AlignUp(newSize, _context.Capabilities.StorageBufferOffsetAlignment); + + return (offset, size); + } + + /// <summary> + /// Frees all buffer sub-regions that were previously allocated. + /// </summary> + public void FreeBuffers() + { + _vertexDataBuffer.Offset = 0; + _geometryVertexDataBuffer.Offset = 0; + _geometryIndexDataBuffer.Offset = 0; + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + for (int index = 0; index < _bufferTextures.Length; index++) + { + _bufferTextures[index]?.Dispose(); + _bufferTextures[index] = null; + } + + DestroyIfNotNull(ref _dummyBuffer); + DestroyIfNotNull(ref _vertexDataBuffer.Handle); + DestroyIfNotNull(ref _geometryVertexDataBuffer.Handle); + DestroyIfNotNull(ref _geometryIndexDataBuffer.Handle); + DestroyIfNotNull(ref _sequentialIndexBuffer); + + foreach (var indexBuffer in _topologyRemapBuffers.Values) + { + _context.Renderer.DeleteBuffer(indexBuffer.Handle); + } + + _topologyRemapBuffers.Clear(); + } + } + + /// <summary> + /// Deletes a buffer if the handle is valid (not null), then sets the handle to null. + /// </summary> + /// <param name="handle">Buffer handle</param> + private void DestroyIfNotNull(ref BufferHandle handle) + { + if (handle != BufferHandle.Null) + { + _context.Renderer.DeleteBuffer(handle); + handle = BufferHandle.Null; + } + } + + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } + } +} 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; + } + } +} diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs index d7ee24b1..18e7ac00 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs @@ -1,4 +1,5 @@ using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw; using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Gpu.Memory; using System; @@ -8,7 +9,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// <summary> /// Draw manager. /// </summary> - class DrawManager + class DrawManager : IDisposable { // Since we don't know the index buffer size for indirect draws, // we must assume a minimum and maximum size and use that for buffer data update purposes. @@ -20,6 +21,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed private readonly DeviceStateWithShadow<ThreedClassState> _state; private readonly DrawState _drawState; private readonly SpecializationStateUpdater _currentSpecState; + private readonly VtgAsCompute _vtgAsCompute; private bool _topologySet; private bool _instancedDrawPending; @@ -53,6 +55,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed _state = state; _drawState = drawState; _currentSpecState = spec; + _vtgAsCompute = new(context, channel, state); } /// <summary> @@ -127,7 +130,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { if (renderEnable == ConditionalRenderEnabled.False) { - PerformDeferredDraws(); + PerformDeferredDraws(engine); } _drawState.DrawIndexed = false; @@ -190,13 +193,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt); - _context.Renderer.Pipeline.DrawIndexed(inlineIndexCount, 1, firstIndex, firstVertex, firstInstance); + DrawImpl(engine, inlineIndexCount, 1, firstIndex, firstVertex, firstInstance, indexed: true); } else if (_drawState.DrawIndexed) { int firstVertex = (int)_state.State.FirstVertex; - _context.Renderer.Pipeline.DrawIndexed(indexCount, 1, firstIndex, firstVertex, firstInstance); + DrawImpl(engine, indexCount, 1, firstIndex, firstVertex, firstInstance, indexed: true); } else { @@ -204,7 +207,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed var drawState = _state.State.VertexBufferDrawState; #pragma warning restore IDE0059 - _context.Renderer.Pipeline.Draw(drawVertexCount, 1, drawFirstVertex, firstInstance); + DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false); } _drawState.DrawIndexed = false; @@ -219,24 +222,26 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// Starts draw. /// This sets primitive type and instanced draw parameters. /// </summary> + /// <param name="engine">3D engine where this method is being called</param> /// <param name="argument">Method call argument</param> - public void DrawBegin(int argument) + public void DrawBegin(ThreedClass engine, int argument) { bool incrementInstance = (argument & (1 << 26)) != 0; bool resetInstance = (argument & (1 << 27)) == 0; PrimitiveType type = (PrimitiveType)(argument & 0xffff); - DrawBegin(incrementInstance, resetInstance, type); + DrawBegin(engine, incrementInstance, resetInstance, type); } /// <summary> /// Starts draw. /// This sets primitive type and instanced draw parameters. /// </summary> + /// <param name="engine">3D engine where this method is being called</param> /// <param name="incrementInstance">Indicates if the current instance should be incremented</param> /// <param name="resetInstance">Indicates if the current instance should be set to zero</param> /// <param name="primitiveType">Primitive type</param> - private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveType primitiveType) + private void DrawBegin(ThreedClass engine, bool incrementInstance, bool resetInstance, PrimitiveType primitiveType) { if (incrementInstance) { @@ -244,7 +249,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed } else if (resetInstance) { - PerformDeferredDraws(); + PerformDeferredDraws(engine); _instanceIndex = 0; } @@ -364,7 +369,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// <param name="instanced">True to increment the current instance value, false otherwise</param> private void DrawIndexBufferBeginEndInstance(ThreedClass engine, int argument, bool instanced) { - DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf)); + DrawBegin(engine, instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf)); int firstIndex = argument & 0xffff; int indexCount = (argument >> 16) & 0xfff; @@ -409,7 +414,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// <param name="instanced">True to increment the current instance value, false otherwise</param> private void DrawVertexArrayBeginEndInstance(ThreedClass engine, int argument, bool instanced) { - DrawBegin(instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf)); + DrawBegin(engine, instanced, !instanced, (PrimitiveType)((argument >> 28) & 0xf)); int firstVertex = argument & 0xffff; int vertexCount = (argument >> 16) & 0xfff; @@ -541,23 +546,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed engine.UpdateState(); - if (instanceCount > 1) - { - // Must be called after UpdateState as it assumes the shader state - // has already been set, and that bindings have been updated already. - - _channel.BufferManager.SetInstancedDrawVertexCount(count); - } + DrawImpl(engine, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed); if (indexed) { - _context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance); _state.State.FirstVertex = 0; } - else - { - _context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance); - } _state.State.FirstInstance = 0; @@ -570,6 +564,67 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed } /// <summary> + /// Performs a indexed or non-indexed draw. + /// </summary> + /// <param name="engine">3D engine where this method is being called</param> + /// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param> + /// <param name="instanceCount">Instance count</param> + /// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param> + /// <param name="firstVertex">First vertex on the vertex buffer</param> + /// <param name="firstInstance">First instance</param> + /// <param name="indexed">True if the draw is indexed, false otherwise</param> + private void DrawImpl( + ThreedClass engine, + int count, + int instanceCount, + int firstIndex, + int firstVertex, + int firstInstance, + bool indexed) + { + if (instanceCount > 1) + { + _channel.BufferManager.SetInstancedDrawVertexCount(count); + } + + if (_drawState.VertexAsCompute != null) + { + _vtgAsCompute.DrawAsCompute( + engine, + _drawState.VertexAsCompute, + _drawState.GeometryAsCompute, + _drawState.VertexPassthrough, + _drawState.Topology, + count, + instanceCount, + firstIndex, + firstVertex, + firstInstance, + indexed); + + if (_drawState.GeometryAsCompute != null) + { + // Geometry draws need to change the topology, so we need to set it here again + // if we are going to do a regular draw. + // Would have been better to do that on the callee, but doing it here + // avoids having to pass the draw manager instance. + ForceStateDirty(); + } + } + else + { + if (indexed) + { + _context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance); + } + else + { + _context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance); + } + } + } + + /// <summary> /// Performs a indirect draw, with parameters from a GPU buffer. /// </summary> /// <param name="engine">3D engine where this method is being called</param> @@ -667,43 +722,42 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// Once we detect the last instanced draw, then we perform the host instanced draw, /// with the accumulated instance count. /// </summary> - public void PerformDeferredDraws() + /// <param name="engine">3D engine where this method is being called</param> + public void PerformDeferredDraws(ThreedClass engine) { // Perform any pending instanced draw. if (_instancedDrawPending) { _instancedDrawPending = false; + int instanceCount = _instanceIndex + 1; + int firstInstance = _instancedFirstInstance; bool indexedInline = _instancedIndexedInline; if (_instancedIndexed || indexedInline) { + int indexCount = _instancedIndexCount; + if (indexedInline) { int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount(_context.Renderer); BufferRange br = new(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4); _channel.BufferManager.SetIndexBuffer(br, IndexType.UInt); + indexCount = inlineIndexCount; } - _channel.BufferManager.SetInstancedDrawVertexCount(_instancedIndexCount); + int firstIndex = _instancedFirstIndex; + int firstVertex = _instancedFirstVertex; - _context.Renderer.Pipeline.DrawIndexed( - _instancedIndexCount, - _instanceIndex + 1, - _instancedFirstIndex, - _instancedFirstVertex, - _instancedFirstInstance); + DrawImpl(engine, indexCount, instanceCount, firstIndex, firstVertex, firstInstance, indexed: true); } else { - _channel.BufferManager.SetInstancedDrawVertexCount(_instancedDrawStateCount); + int vertexCount = _instancedDrawStateCount; + int firstVertex = _instancedDrawStateFirst; - _context.Renderer.Pipeline.Draw( - _instancedDrawStateCount, - _instanceIndex + 1, - _instancedDrawStateFirst, - _instancedFirstInstance); + DrawImpl(engine, vertexCount, instanceCount, 0, firstVertex, firstInstance, indexed: false); } } } @@ -866,5 +920,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed _context.Renderer.Pipeline.EndHostConditionalRendering(); } } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + _vtgAsCompute.Dispose(); + } + } + + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs index 12099aef..cb43b002 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/DrawState.cs @@ -1,4 +1,5 @@ using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Gpu.Shader; namespace Ryujinx.Graphics.Gpu.Engine.Threed { @@ -61,5 +62,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL. /// </summary> public IbStreamer IbStreamer = new(); + + /// <summary> + /// If the vertex shader is emulated on compute, this should be set to the compute program, otherwise it should be null. + /// </summary> + public ShaderAsCompute VertexAsCompute; + + /// <summary> + /// If a geometry shader exists and is emulated on compute, this should be set to the compute program, otherwise it should be null. + /// </summary> + public ShaderAsCompute GeometryAsCompute; + + /// <summary> + /// If the vertex shader is emulated on compute, this should be set to the passthrough vertex program, otherwise it should be null. + /// </summary> + public IProgram VertexPassthrough; } } diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/SpecializationStateUpdater.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/SpecializationStateUpdater.cs index e0607fbf..4fbbee3b 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/Threed/SpecializationStateUpdater.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/SpecializationStateUpdater.cs @@ -218,11 +218,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { bool changed = false; ref Array32<AttributeType> attributeTypes = ref _graphics.AttributeTypes; - bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats; + bool mayConvertVtgToCompute = ShaderCache.MayConvertVtgToCompute(ref _context.Capabilities); + bool supportsScaledFormats = _context.Capabilities.SupportsScaledVertexFormats && !mayConvertVtgToCompute; for (int location = 0; location < state.Length; location++) { VertexAttribType type = state[location].UnpackType(); + VertexAttribSize size = state[location].UnpackSize(); AttributeType value; @@ -247,6 +249,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed }; } + if (mayConvertVtgToCompute && (size == VertexAttribSize.Rgb10A2 || size == VertexAttribSize.Rg11B10)) + { + value |= AttributeType.Packed; + + if (type == VertexAttribType.Snorm || + type == VertexAttribType.Sint || + type == VertexAttribType.Sscaled) + { + value |= AttributeType.PackedRgb10A2Signed; + } + } + if (attributeTypes[location] != value) { attributeTypes[location] = value; diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs index 1f919d9b..48a497b5 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs @@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed public const int RasterizerStateIndex = 15; public const int ScissorStateIndex = 16; public const int VertexBufferStateIndex = 0; + public const int IndexBufferStateIndex = 23; public const int PrimitiveRestartStateIndex = 12; public const int RenderTargetStateIndex = 27; @@ -290,7 +291,13 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed // of the shader for the new state. if (_shaderSpecState != null && _currentSpecState.HasChanged()) { - if (!_shaderSpecState.MatchesGraphics(_channel, ref _currentSpecState.GetPoolState(), ref _currentSpecState.GetGraphicsState(), _vsUsesDrawParameters, false)) + if (!_shaderSpecState.MatchesGraphics( + _channel, + ref _currentSpecState.GetPoolState(), + ref _currentSpecState.GetGraphicsState(), + _drawState.VertexAsCompute != null, + _vsUsesDrawParameters, + checkTextures: false)) { // Shader must be reloaded. _vtgWritesRtLayer should not change. UpdateShaderState(); @@ -1453,6 +1460,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed _fsReadsFragCoord = false; } + if (gs.VertexAsCompute != null) + { + _drawState.VertexAsCompute = gs.VertexAsCompute; + _drawState.GeometryAsCompute = gs.GeometryAsCompute; + _drawState.VertexPassthrough = gs.HostProgram; + } + else + { + _drawState.VertexAsCompute = null; + _drawState.GeometryAsCompute = null; + _drawState.VertexPassthrough = null; + } + _context.Renderer.Pipeline.SetProgram(gs.HostProgram); } @@ -1540,5 +1560,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { _updateTracker.ForceDirty(ShaderStateIndex); } + + /// <summary> + /// Forces a register group as dirty, by index. + /// </summary> + /// <param name="groupIndex">Index of the group to be dirtied</param> + public void ForceDirty(int groupIndex) + { + _updateTracker.ForceDirty(groupIndex); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs index 1f662890..7bc2970f 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs @@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// <summary> /// Represents a 3D engine class. /// </summary> - class ThreedClass : IDeviceState + class ThreedClass : IDeviceState, IDisposable { private readonly GpuContext _context; private readonly GPFifoClass _fifoClass; @@ -179,6 +179,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed } /// <summary> + /// Marks the specified register range for a group index as dirty, forcing the associated state to update on the next draw. + /// </summary> + /// <param name="groupIndex">Index of the group to dirty</param> + public void ForceStateDirtyByIndex(int groupIndex) + { + _stateUpdater.ForceDirty(groupIndex); + } + + /// <summary> /// Forces the shaders to be rebound on the next draw. /// </summary> public void ForceShaderUpdate() @@ -207,7 +216,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// </summary> public void PerformDeferredDraws() { - _drawManager.PerformDeferredDraws(); + _drawManager.PerformDeferredDraws(this); } /// <summary> @@ -402,7 +411,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed /// <param name="argument">Method call argument</param> private void DrawBegin(int argument) { - _drawManager.DrawBegin(argument); + _drawManager.DrawBegin(this, argument); } /// <summary> @@ -617,5 +626,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { _drawManager.Clear(this, argument, layerCount); } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + _drawManager.Dispose(); + } + } + + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/GpuChannel.cs b/src/Ryujinx.Graphics.Gpu/GpuChannel.cs index 8fe64381..d70c9645 100644 --- a/src/Ryujinx.Graphics.Gpu/GpuChannel.cs +++ b/src/Ryujinx.Graphics.Gpu/GpuChannel.cs @@ -135,6 +135,7 @@ namespace Ryujinx.Graphics.Gpu /// </summary> private void Destroy() { + _processor.Dispose(); TextureManager.Dispose(); var oldMemoryManager = Interlocked.Exchange(ref _memoryManager, null); diff --git a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs index fcc6b8cf..1b517e63 100644 --- a/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs +++ b/src/Ryujinx.Graphics.Gpu/Image/FormatTable.cs @@ -557,6 +557,91 @@ namespace Ryujinx.Graphics.Gpu.Image }; #pragma warning restore IDE0055 + // Note: Some of those formats have been changed and requires conversion on the shader, + // as GPUs don't support them when used as buffer texture format. + private static readonly Dictionary<VertexAttributeFormat, (Format, int)> _singleComponentAttribFormats = new() + { + { VertexAttributeFormat.R8Unorm, (Format.R8Unorm, 1) }, + { VertexAttributeFormat.R8Snorm, (Format.R8Snorm, 1) }, + { VertexAttributeFormat.R8Uint, (Format.R8Uint, 1) }, + { VertexAttributeFormat.R8Sint, (Format.R8Sint, 1) }, + { VertexAttributeFormat.R16Float, (Format.R16Float, 1) }, + { VertexAttributeFormat.R16Unorm, (Format.R16Unorm, 1) }, + { VertexAttributeFormat.R16Snorm, (Format.R16Snorm, 1) }, + { VertexAttributeFormat.R16Uint, (Format.R16Uint, 1) }, + { VertexAttributeFormat.R16Sint, (Format.R16Sint, 1) }, + { VertexAttributeFormat.R32Float, (Format.R32Float, 1) }, + { VertexAttributeFormat.R32Uint, (Format.R32Uint, 1) }, + { VertexAttributeFormat.R32Sint, (Format.R32Sint, 1) }, + { VertexAttributeFormat.R8G8Unorm, (Format.R8Unorm, 2) }, + { VertexAttributeFormat.R8G8Snorm, (Format.R8Snorm, 2) }, + { VertexAttributeFormat.R8G8Uint, (Format.R8Uint, 2) }, + { VertexAttributeFormat.R8G8Sint, (Format.R8Sint, 2) }, + { VertexAttributeFormat.R16G16Float, (Format.R16Float, 2) }, + { VertexAttributeFormat.R16G16Unorm, (Format.R16Unorm, 2) }, + { VertexAttributeFormat.R16G16Snorm, (Format.R16Snorm, 2) }, + { VertexAttributeFormat.R16G16Uint, (Format.R16Uint, 2) }, + { VertexAttributeFormat.R16G16Sint, (Format.R16Sint, 2) }, + { VertexAttributeFormat.R32G32Float, (Format.R32Float, 2) }, + { VertexAttributeFormat.R32G32Uint, (Format.R32Uint, 2) }, + { VertexAttributeFormat.R32G32Sint, (Format.R32Sint, 2) }, + { VertexAttributeFormat.R8G8B8Unorm, (Format.R8Unorm, 3) }, + { VertexAttributeFormat.R8G8B8Snorm, (Format.R8Snorm, 3) }, + { VertexAttributeFormat.R8G8B8Uint, (Format.R8Uint, 3) }, + { VertexAttributeFormat.R8G8B8Sint, (Format.R8Sint, 3) }, + { VertexAttributeFormat.R16G16B16Float, (Format.R16Float, 3) }, + { VertexAttributeFormat.R16G16B16Unorm, (Format.R16Unorm, 3) }, + { VertexAttributeFormat.R16G16B16Snorm, (Format.R16Snorm, 3) }, + { VertexAttributeFormat.R16G16B16Uint, (Format.R16Uint, 3) }, + { VertexAttributeFormat.R16G16B16Sint, (Format.R16Sint, 3) }, + { VertexAttributeFormat.R32G32B32Float, (Format.R32Float, 3) }, + { VertexAttributeFormat.R32G32B32Uint, (Format.R32Uint, 3) }, + { VertexAttributeFormat.R32G32B32Sint, (Format.R32Sint, 3) }, + { VertexAttributeFormat.R8G8B8A8Unorm, (Format.R8Unorm, 4) }, + { VertexAttributeFormat.R8G8B8A8Snorm, (Format.R8Snorm, 4) }, + { VertexAttributeFormat.R8G8B8A8Uint, (Format.R8Uint, 4) }, + { VertexAttributeFormat.R8G8B8A8Sint, (Format.R8Sint, 4) }, + { VertexAttributeFormat.R16G16B16A16Float, (Format.R16Float, 4) }, + { VertexAttributeFormat.R16G16B16A16Unorm, (Format.R16Unorm, 4) }, + { VertexAttributeFormat.R16G16B16A16Snorm, (Format.R16Snorm, 4) }, + { VertexAttributeFormat.R16G16B16A16Uint, (Format.R16Uint, 4) }, + { VertexAttributeFormat.R16G16B16A16Sint, (Format.R16Sint, 4) }, + { VertexAttributeFormat.R32G32B32A32Float, (Format.R32Float, 4) }, + { VertexAttributeFormat.R32G32B32A32Uint, (Format.R32Uint, 4) }, + { VertexAttributeFormat.R32G32B32A32Sint, (Format.R32Sint, 4) }, + { VertexAttributeFormat.A2B10G10R10Unorm, (Format.R10G10B10A2Unorm, 4) }, + { VertexAttributeFormat.A2B10G10R10Uint, (Format.R10G10B10A2Uint, 4) }, + { VertexAttributeFormat.B10G11R11Float, (Format.R11G11B10Float, 3) }, + { VertexAttributeFormat.R8Uscaled, (Format.R8Uint, 1) }, // Uscaled -> Uint + { VertexAttributeFormat.R8Sscaled, (Format.R8Sint, 1) }, // Sscaled -> Sint + { VertexAttributeFormat.R16Uscaled, (Format.R16Uint, 1) }, // Uscaled -> Uint + { VertexAttributeFormat.R16Sscaled, (Format.R16Sint, 1) }, // Sscaled -> Sint + { VertexAttributeFormat.R32Uscaled, (Format.R32Uint, 1) }, // Uscaled -> Uint + { VertexAttributeFormat.R32Sscaled, (Format.R32Sint, 1) }, // Sscaled -> Sint + { VertexAttributeFormat.R8G8Uscaled, (Format.R8Uint, 2) }, // Uscaled -> Uint + { VertexAttributeFormat.R8G8Sscaled, (Format.R8Sint, 2) }, // Sscaled -> Sint + { VertexAttributeFormat.R16G16Uscaled, (Format.R16Uint, 2) }, // Uscaled -> Uint + { VertexAttributeFormat.R16G16Sscaled, (Format.R16Sint, 2) }, // Sscaled -> Sint + { VertexAttributeFormat.R32G32Uscaled, (Format.R32Uint, 2) }, // Uscaled -> Uint + { VertexAttributeFormat.R32G32Sscaled, (Format.R32Sint, 2) }, // Sscaled -> Sint + { VertexAttributeFormat.R8G8B8Uscaled, (Format.R8Uint, 3) }, // Uscaled -> Uint + { VertexAttributeFormat.R8G8B8Sscaled, (Format.R8Sint, 3) }, // Sscaled -> Sint + { VertexAttributeFormat.R16G16B16Uscaled, (Format.R16Uint, 3) }, // Uscaled -> Uint + { VertexAttributeFormat.R16G16B16Sscaled, (Format.R16Sint, 3) }, // Sscaled -> Sint + { VertexAttributeFormat.R32G32B32Uscaled, (Format.R32Uint, 3) }, // Uscaled -> Uint + { VertexAttributeFormat.R32G32B32Sscaled, (Format.R32Sint , 3) }, // Sscaled -> Sint + { VertexAttributeFormat.R8G8B8A8Uscaled, (Format.R8Uint, 4) }, // Uscaled -> Uint + { VertexAttributeFormat.R8G8B8A8Sscaled, (Format.R8Sint, 4) }, // Sscaled -> Sint + { VertexAttributeFormat.R16G16B16A16Uscaled, (Format.R16Uint, 4) }, // Uscaled -> Uint + { VertexAttributeFormat.R16G16B16A16Sscaled, (Format.R16Sint, 4) }, // Sscaled -> Sint + { VertexAttributeFormat.R32G32B32A32Uscaled, (Format.R32Uint, 4) }, // Uscaled -> Uint + { VertexAttributeFormat.R32G32B32A32Sscaled, (Format.R32Sint, 4) }, // Sscaled -> Sint + { VertexAttributeFormat.A2B10G10R10Snorm, (Format.R10G10B10A2Uint, 4) }, // Snorm -> Uint + { VertexAttributeFormat.A2B10G10R10Sint, (Format.R10G10B10A2Uint, 4) }, // Sint -> Uint + { VertexAttributeFormat.A2B10G10R10Uscaled, (Format.R10G10B10A2Uint, 4) }, // Uscaled -> Uint + { VertexAttributeFormat.A2B10G10R10Sscaled, (Format.R10G10B10A2Sint, 4) } // Sscaled -> Sint + }; + /// <summary> /// Try getting the texture format from an encoded format integer from the Maxwell texture descriptor. /// </summary> @@ -581,5 +666,22 @@ namespace Ryujinx.Graphics.Gpu.Image { return _attribFormats.TryGetValue((VertexAttributeFormat)encoded, out format); } + + /// <summary> + /// Try getting a single component vertex attribute format from an encoded format integer from Maxwell attribute registers. + /// </summary> + /// <param name="encoded">The encoded format integer from the attribute registers</param> + /// <param name="format">The output single component vertex attribute format</param> + /// <param name="componentsCount">Number of components that the format has</param> + /// <returns>True if the format is valid, false otherwise</returns> + public static bool TryGetSingleComponentAttribFormat(uint encoded, out Format format, out int componentsCount) + { + bool result = _singleComponentAttribFormats.TryGetValue((VertexAttributeFormat)encoded, out var tuple); + + format = tuple.Item1; + componentsCount = tuple.Item2; + + return result; + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs index bf4cb5d0..8e9b4b85 100644 --- a/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs +++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferManager.cs @@ -6,7 +6,6 @@ using Ryujinx.Graphics.Shader; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Memory { @@ -15,9 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Memory /// </summary> class BufferManager { - private const int TfInfoVertexCountOffset = Constants.TotalTransformFeedbackBuffers * sizeof(int); - private const int TfInfoBufferSize = TfInfoVertexCountOffset + sizeof(int); - private readonly GpuContext _context; private readonly GpuChannel _channel; @@ -104,9 +100,6 @@ namespace Ryujinx.Graphics.Gpu.Memory private readonly BuffersPerStage[] _gpStorageBuffers; private readonly BuffersPerStage[] _gpUniformBuffers; - private BufferHandle _tfInfoBuffer; - private readonly int[] _tfInfoData; - private bool _gpStorageBuffersDirty; private bool _gpUniformBuffersDirty; @@ -146,11 +139,6 @@ namespace Ryujinx.Graphics.Gpu.Memory _bufferTextures = new List<BufferTextureBinding>(); _ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages]; - - if (!context.Capabilities.SupportsTransformFeedback) - { - _tfInfoData = new int[Constants.TotalTransformFeedbackBuffers]; - } } @@ -339,13 +327,10 @@ namespace Ryujinx.Graphics.Gpu.Memory /// <param name="vertexCount">Vertex count per instance</param> public void SetInstancedDrawVertexCount(int vertexCount) { - if (!_context.Capabilities.SupportsTransformFeedback && - HasTransformFeedbackOutputs && - _tfInfoBuffer != BufferHandle.Null) + if (!_context.Capabilities.SupportsTransformFeedback && HasTransformFeedbackOutputs) { - Span<byte> data = stackalloc byte[sizeof(int)]; - MemoryMarshal.Cast<byte, int>(data)[0] = vertexCount; - _context.Renderer.SetBufferData(_tfInfoBuffer, TfInfoVertexCountOffset, data); + _context.SupportBufferUpdater.SetTfeVertexCount(vertexCount); + _context.SupportBufferUpdater.Commit(); } } @@ -607,17 +592,7 @@ namespace Ryujinx.Graphics.Gpu.Memory } else if (HasTransformFeedbackOutputs) { - Span<int> info = _tfInfoData.AsSpan(); - Span<BufferAssignment> buffers = stackalloc BufferAssignment[Constants.TotalTransformFeedbackBuffers + 1]; - - bool needsDataUpdate = false; - - if (_tfInfoBuffer == BufferHandle.Null) - { - _tfInfoBuffer = _context.Renderer.CreateBuffer(TfInfoBufferSize, BufferAccess.Stream); - } - - buffers[0] = new BufferAssignment(0, new BufferRange(_tfInfoBuffer, 0, TfInfoBufferSize)); + Span<BufferAssignment> buffers = stackalloc BufferAssignment[Constants.TotalTransformFeedbackBuffers]; int alignment = _context.Capabilities.StorageBufferOffsetAlignment; @@ -627,7 +602,7 @@ namespace Ryujinx.Graphics.Gpu.Memory if (tfb.Address == 0) { - buffers[1 + index] = new BufferAssignment(1 + index, BufferRange.Empty); + buffers[index] = new BufferAssignment(index, BufferRange.Empty); } else { @@ -637,22 +612,12 @@ namespace Ryujinx.Graphics.Gpu.Memory int tfeOffset = ((int)tfb.Address & (alignment - 1)) / 4; - if (info[index] != tfeOffset) - { - info[index] = tfeOffset; - needsDataUpdate = true; - } + _context.SupportBufferUpdater.SetTfeOffset(index, tfeOffset); - buffers[1 + index] = new BufferAssignment(1 + index, bufferCache.GetBufferRange(address, size, write: true)); + buffers[index] = new BufferAssignment(index, bufferCache.GetBufferRange(address, size, write: true)); } } - if (needsDataUpdate) - { - Span<byte> infoData = MemoryMarshal.Cast<int, byte>(info); - _context.Renderer.SetBufferData(_tfInfoBuffer, 0, infoData); - } - _context.Renderer.Pipeline.SetStorageBuffers(buffers); } } diff --git a/src/Ryujinx.Graphics.Gpu/Memory/BufferUpdater.cs b/src/Ryujinx.Graphics.Gpu/Memory/BufferUpdater.cs new file mode 100644 index 00000000..02090c04 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Memory/BufferUpdater.cs @@ -0,0 +1,123 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Shader; +using System; + +namespace Ryujinx.Graphics.Gpu.Memory +{ + /// <summary> + /// Buffer data updater. + /// </summary> + class BufferUpdater : IDisposable + { + private BufferHandle _handle; + + /// <summary> + /// Handle of the buffer. + /// </summary> + public BufferHandle Handle => _handle; + + private readonly IRenderer _renderer; + private int _startOffset = -1; + private int _endOffset = -1; + + /// <summary> + /// Creates a new instance of the buffer updater. + /// </summary> + /// <param name="renderer">Renderer that the buffer will be used with</param> + public BufferUpdater(IRenderer renderer) + { + _renderer = renderer; + } + + /// <summary> + /// Mark a region of the buffer as modified and needing to be sent to the GPU. + /// </summary> + /// <param name="startOffset">Start offset of the region in bytes</param> + /// <param name="byteSize">Size of the region in bytes</param> + protected void MarkDirty(int startOffset, int byteSize) + { + int endOffset = startOffset + byteSize; + + if (_startOffset == -1) + { + _startOffset = startOffset; + _endOffset = endOffset; + } + else + { + if (startOffset < _startOffset) + { + _startOffset = startOffset; + } + + if (endOffset > _endOffset) + { + _endOffset = endOffset; + } + } + } + + /// <summary> + /// Submits all pending buffer updates to the GPU. + /// </summary> + /// <param name="data">All data that should be sent to the GPU. Only the modified regions will be updated</param> + /// <param name="binding">Optional binding to bind the buffer if a new buffer was created</param> + protected void Commit(ReadOnlySpan<byte> data, int binding = -1) + { + if (_startOffset != -1) + { + if (_handle == BufferHandle.Null) + { + _handle = _renderer.CreateBuffer(data.Length, BufferAccess.Stream); + _renderer.Pipeline.ClearBuffer(_handle, 0, data.Length, 0); + + if (binding >= 0) + { + var range = new BufferRange(_handle, 0, data.Length); + _renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, range) }); + } + }; + + _renderer.SetBufferData(_handle, _startOffset, data[_startOffset.._endOffset]); + + _startOffset = -1; + _endOffset = -1; + } + } + + /// <summary> + /// Gets a reference to a given element of a vector. + /// </summary> + /// <param name="vector">Vector to get the element reference from</param> + /// <param name="elementIndex">Element index</param> + /// <returns>Reference to the specified element</returns> + protected static ref T GetElementRef<T>(ref Vector4<T> vector, int elementIndex) + { + switch (elementIndex) + { + case 0: + return ref vector.X; + case 1: + return ref vector.Y; + case 2: + return ref vector.Z; + case 3: + return ref vector.W; + default: + throw new ArgumentOutOfRangeException(nameof(elementIndex)); + } + } + + /// <summary> + /// Destroys the buffer. + /// </summary> + public void Dispose() + { + if (_handle != BufferHandle.Null) + { + _renderer.DeleteBuffer(_handle); + _handle = BufferHandle.Null; + } + } + } +} diff --git a/src/Ryujinx.Graphics.Gpu/Memory/SupportBufferUpdater.cs b/src/Ryujinx.Graphics.Gpu/Memory/SupportBufferUpdater.cs index c1e91c54..fb141db4 100644 --- a/src/Ryujinx.Graphics.Gpu/Memory/SupportBufferUpdater.cs +++ b/src/Ryujinx.Graphics.Gpu/Memory/SupportBufferUpdater.cs @@ -9,57 +9,22 @@ namespace Ryujinx.Graphics.Gpu.Memory /// <summary> /// Support buffer data updater. /// </summary> - class SupportBufferUpdater : IDisposable + class SupportBufferUpdater : BufferUpdater { private SupportBuffer _data; - private BufferHandle _handle; - - private readonly IRenderer _renderer; - private int _startOffset = -1; - private int _endOffset = -1; /// <summary> /// Creates a new instance of the support buffer updater. /// </summary> /// <param name="renderer">Renderer that the support buffer will be used with</param> - public SupportBufferUpdater(IRenderer renderer) + public SupportBufferUpdater(IRenderer renderer) : base(renderer) { - _renderer = renderer; - var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f }; _data.RenderScale.AsSpan().Fill(defaultScale); DirtyRenderScale(0, SupportBuffer.RenderScaleMaxCount); } /// <summary> - /// Mark a region of the support buffer as modified and needing to be sent to the GPU. - /// </summary> - /// <param name="startOffset">Start offset of the region in bytes</param> - /// <param name="byteSize">Size of the region in bytes</param> - private void MarkDirty(int startOffset, int byteSize) - { - int endOffset = startOffset + byteSize; - - if (_startOffset == -1) - { - _startOffset = startOffset; - _endOffset = endOffset; - } - else - { - if (startOffset < _startOffset) - { - _startOffset = startOffset; - } - - if (endOffset > _endOffset) - { - _endOffset = endOffset; - } - } - } - - /// <summary> /// Marks the fragment render scale count as being modified. /// </summary> private void DirtyFragmentRenderScaleCount() @@ -220,40 +185,40 @@ namespace Ryujinx.Graphics.Gpu.Memory } /// <summary> - /// Submits all pending buffer updates to the GPU. + /// Sets offset for the misaligned portion of a transform feedback buffer, and the buffer size, for transform feedback emulation. /// </summary> - public void Commit() + /// <param name="bufferIndex">Index of the transform feedback buffer</param> + /// <param name="offset">Misaligned offset of the buffer</param> + public void SetTfeOffset(int bufferIndex, int offset) { - if (_startOffset != -1) - { - if (_handle == BufferHandle.Null) - { - _handle = _renderer.CreateBuffer(SupportBuffer.RequiredSize, BufferAccess.Stream); - _renderer.Pipeline.ClearBuffer(_handle, 0, SupportBuffer.RequiredSize, 0); + ref int currentOffset = ref GetElementRef(ref _data.TfeOffset, bufferIndex); - var range = new BufferRange(_handle, 0, SupportBuffer.RequiredSize); - _renderer.Pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, range) }); - } - - ReadOnlySpan<byte> data = MemoryMarshal.Cast<SupportBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1)); - - _renderer.SetBufferData(_handle, _startOffset, data[_startOffset.._endOffset]); - - _startOffset = -1; - _endOffset = -1; + if (currentOffset != offset) + { + currentOffset = offset; + MarkDirty(SupportBuffer.TfeOffsetOffset + bufferIndex * sizeof(int), sizeof(int)); } } /// <summary> - /// Destroys the support buffer. + /// Sets the vertex count used for transform feedback emulation with instanced draws. /// </summary> - public void Dispose() + /// <param name="vertexCount">Vertex count of the instanced draw</param> + public void SetTfeVertexCount(int vertexCount) { - if (_handle != BufferHandle.Null) + if (_data.TfeVertexCount.X != vertexCount) { - _renderer.DeleteBuffer(_handle); - _handle = BufferHandle.Null; + _data.TfeVertexCount.X = vertexCount; + MarkDirty(SupportBuffer.TfeVertexCountOffset, sizeof(int)); } } + + /// <summary> + /// Submits all pending buffer updates to the GPU. + /// </summary> + public void Commit() + { + Commit(MemoryMarshal.Cast<SupportBuffer, byte>(MemoryMarshal.CreateSpan(ref _data, 1)), SupportBuffer.Binding); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs b/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs index ff9c39a1..600c8a98 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/CachedShaderProgram.cs @@ -15,6 +15,16 @@ namespace Ryujinx.Graphics.Gpu.Shader public IProgram HostProgram { get; } /// <summary> + /// Optional vertex shader converted to compute. + /// </summary> + public ShaderAsCompute VertexAsCompute { get; } + + /// <summary> + /// Optional geometry shader converted to compute. + /// </summary> + public ShaderAsCompute GeometryAsCompute { get; } + + /// <summary> /// GPU state used to create this version of the shader. /// </summary> public ShaderSpecializationState SpecializationState { get; } @@ -45,12 +55,25 @@ namespace Ryujinx.Graphics.Gpu.Shader Bindings = new CachedShaderBindings(shaders.Length == 1, shaders); } + public CachedShaderProgram( + IProgram hostProgram, + ShaderAsCompute vertexAsCompute, + ShaderAsCompute geometryAsCompute, + ShaderSpecializationState specializationState, + CachedShaderStage[] shaders) : this(hostProgram, specializationState, shaders) + { + VertexAsCompute = vertexAsCompute; + GeometryAsCompute = geometryAsCompute; + } + /// <summary> /// Dispose of the host shader resources. /// </summary> public void Dispose() { HostProgram.Dispose(); + VertexAsCompute?.HostProgram.Dispose(); + GeometryAsCompute?.HostProgram.Dispose(); } } } diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs index 93d293f6..de6432bc 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheGpuAccessor.cs @@ -35,7 +35,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache ShaderSpecializationState oldSpecState, ShaderSpecializationState newSpecState, ResourceCounts counts, - int stageIndex) : base(context, counts, stageIndex, oldSpecState.TransformFeedbackDescriptors != null) + int stageIndex) : base(context, counts, stageIndex) { _data = data; _cb1Data = cb1Data; diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs index 08096bd5..99ef89ed 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheHostStorage.cs @@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache private const ushort FileFormatVersionMajor = 1; private const ushort FileFormatVersionMinor = 2; private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor; - private const uint CodeGenVersion = 5609; + private const uint CodeGenVersion = 5551; private const string SharedTocFileName = "shared.toc"; private const string SharedDataFileName = "shared.data"; @@ -141,6 +141,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache public ShaderStage Stage; /// <summary> + /// Number of vertices that each output primitive has on a geometry shader. + /// </summary> + public byte GeometryVerticesPerPrimitive; + + /// <summary> + /// Maximum number of vertices that a geometry shader may generate. + /// </summary> + public ushort GeometryMaxOutputVertices; + + /// <summary> + /// Number of invocations per primitive on tessellation or geometry shaders. + /// </summary> + public ushort ThreadsPerInputPrimitive; + + /// <summary> /// Indicates if the fragment shader accesses the fragment coordinate built-in variable. /// </summary> public bool UsesFragCoord; @@ -783,9 +798,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache sBuffers, textures, images, - ShaderIdentification.None, - 0, dataInfo.Stage, + dataInfo.GeometryVerticesPerPrimitive, + dataInfo.GeometryMaxOutputVertices, + dataInfo.ThreadsPerInputPrimitive, dataInfo.UsesFragCoord, dataInfo.UsesInstanceId, dataInfo.UsesDrawParameters, @@ -813,6 +829,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache TexturesCount = (ushort)info.Textures.Count, ImagesCount = (ushort)info.Images.Count, Stage = info.Stage, + GeometryVerticesPerPrimitive = (byte)info.GeometryVerticesPerPrimitive, + GeometryMaxOutputVertices = (ushort)info.GeometryMaxOutputVertices, + ThreadsPerInputPrimitive = (ushort)info.ThreadsPerInputPrimitive, UsesFragCoord = info.UsesFragCoord, UsesInstanceId = info.UsesInstanceId, UsesDrawParameters = info.UsesDrawParameters, diff --git a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs index 8c2108bf..153fc442 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/DiskCache/ParallelDiskCacheLoader.cs @@ -595,6 +595,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache ResourceCounts counts = new(); + DiskCacheGpuAccessor[] gpuAccessors = new DiskCacheGpuAccessor[Constants.ShaderStages]; TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1]; TranslatorContext nextStage = null; @@ -626,14 +627,22 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0); } + gpuAccessors[stageIndex] = gpuAccessor; translatorContexts[stageIndex + 1] = currentStage; nextStage = currentStage; } } - if (!_context.Capabilities.SupportsGeometryShader) + bool hasGeometryShader = translatorContexts[4] != null; + bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore; + bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore; + bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader); + + // We don't support caching shader stages that have been converted to compute currently, + // so just eliminate them if they exist in the cache. + if (vertexToCompute) { - ShaderCache.TryRemoveGeometryStage(translatorContexts); + return; } CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length]; @@ -647,6 +656,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache if (currentStage != null) { + gpuAccessors[stageIndex].InitializeReservedCounts(specState.TransformFeedbackDescriptors != null, vertexToCompute); + ShaderProgram program; byte[] guestCode = guestShaders[stageIndex + 1].Value.Code; @@ -701,6 +712,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache ResourceCounts counts = new(); ShaderSpecializationState newSpecState = new(ref specState.ComputeState); DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0); + gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false); TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0); diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs index b4f4a439..1d84d0e4 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessor.cs @@ -25,11 +25,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="channel">GPU channel</param> /// <param name="state">Current GPU state</param> /// <param name="stageIndex">Graphics shader stage index (0 = Vertex, 4 = Fragment)</param> - public GpuAccessor( - GpuContext context, - GpuChannel channel, - GpuAccessorState state, - int stageIndex) : base(context, state.ResourceCounts, stageIndex, state.TransformFeedbackDescriptors != null) + public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state, int stageIndex) : base(context, state.ResourceCounts, stageIndex) { _isVulkan = context.Capabilities.Api == TargetApi.Vulkan; _channel = channel; @@ -49,7 +45,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="context">GPU context</param> /// <param name="channel">GPU channel</param> /// <param name="state">Current GPU state</param> - public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0, false) + public GpuAccessor(GpuContext context, GpuChannel channel, GpuAccessorState state) : base(context, state.ResourceCounts, 0) { _channel = channel; _state = state; diff --git a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs index 52193940..9d030cd6 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/GpuAccessorBase.cs @@ -15,8 +15,10 @@ namespace Ryujinx.Graphics.Gpu.Shader private readonly ResourceCounts _resourceCounts; private readonly int _stageIndex; - private readonly int _reservedConstantBuffers; - private readonly int _reservedStorageBuffers; + private int _reservedConstantBuffers; + private int _reservedStorageBuffers; + private int _reservedTextures; + private int _reservedImages; /// <summary> /// Creates a new GPU accessor. @@ -24,15 +26,26 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="context">GPU context</param> /// <param name="resourceCounts">Counter of GPU resources used by the shader</param> /// <param name="stageIndex">Index of the shader stage, 0 for compute</param> - /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param> - public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex, bool tfEnabled) + public GpuAccessorBase(GpuContext context, ResourceCounts resourceCounts, int stageIndex) { _context = context; _resourceCounts = resourceCounts; _stageIndex = stageIndex; + } + + /// <summary> + /// Initializes counts for bindings that will be reserved for emulator use. + /// </summary> + /// <param name="tfEnabled">Indicates if the current graphics shader is used with transform feedback enabled</param> + /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param> + public void InitializeReservedCounts(bool tfEnabled, bool vertexAsCompute) + { + ResourceReservationCounts rrc = new(!_context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute); - _reservedConstantBuffers = 1; // For the support buffer. - _reservedStorageBuffers = !context.Capabilities.SupportsTransformFeedback && tfEnabled ? 5 : 0; + _reservedConstantBuffers = rrc.ReservedConstantBuffers; + _reservedStorageBuffers = rrc.ReservedStorageBuffers; + _reservedTextures = rrc.ReservedTextures; + _reservedImages = rrc.ReservedImages; } public int QueryBindingConstantBuffer(int index) @@ -69,6 +82,8 @@ namespace Ryujinx.Graphics.Gpu.Shader public int QueryBindingTexture(int index, bool isBuffer) { + int binding; + if (_context.Capabilities.Api == TargetApi.Vulkan) { if (isBuffer) @@ -76,16 +91,20 @@ namespace Ryujinx.Graphics.Gpu.Shader index += (int)_context.Capabilities.MaximumTexturesPerStage; } - return GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture"); + binding = GetBindingFromIndex(index, _context.Capabilities.MaximumTexturesPerStage * 2, "Texture"); } else { - return _resourceCounts.TexturesCount++; + binding = _resourceCounts.TexturesCount++; } + + return binding + _reservedTextures; } public int QueryBindingImage(int index, bool isBuffer) { + int binding; + if (_context.Capabilities.Api == TargetApi.Vulkan) { if (isBuffer) @@ -93,12 +112,14 @@ namespace Ryujinx.Graphics.Gpu.Shader index += (int)_context.Capabilities.MaximumImagesPerStage; } - return GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image"); + binding = GetBindingFromIndex(index, _context.Capabilities.MaximumImagesPerStage * 2, "Image"); } else { - return _resourceCounts.ImagesCount++; + binding = _resourceCounts.ImagesCount++; } + + return binding + _reservedImages; } private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName) diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs new file mode 100644 index 00000000..71540a13 --- /dev/null +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderAsCompute.cs @@ -0,0 +1,20 @@ +using Ryujinx.Graphics.GAL; +using Ryujinx.Graphics.Shader; +using Ryujinx.Graphics.Shader.Translation; + +namespace Ryujinx.Graphics.Gpu.Shader +{ + class ShaderAsCompute + { + public IProgram HostProgram { get; } + public ShaderProgramInfo Info { get; } + public ResourceReservations Reservations { get; } + + public ShaderAsCompute(IProgram hostProgram, ShaderProgramInfo info, ResourceReservations reservations) + { + HostProgram = hostProgram; + Info = info; + Reservations = reservations; + } + } +} diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs index 97d7a720..38be262a 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs @@ -215,9 +215,10 @@ namespace Ryujinx.Graphics.Gpu.Shader ShaderSpecializationState specState = new(ref computeState); GpuAccessorState gpuAccessorState = new(poolState, computeState, default, specState); GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState); + gpuAccessor.InitializeReservedCounts(tfEnabled: false, vertexAsCompute: false); TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa); - TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode); + TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false); ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) }; ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info); @@ -321,6 +322,7 @@ namespace Ryujinx.Graphics.Gpu.Shader ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan(); + GpuAccessor[] gpuAccessors = new GpuAccessor[Constants.ShaderStages]; TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1]; TranslatorContext nextStage = null; @@ -345,22 +347,31 @@ namespace Ryujinx.Graphics.Gpu.Shader translatorContexts[0] = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags | TranslationFlags.VertexA, addresses.VertexA); } + gpuAccessors[stageIndex] = gpuAccessor; translatorContexts[stageIndex + 1] = currentStage; nextStage = currentStage; } } - if (!_context.Capabilities.SupportsGeometryShader) - { - TryRemoveGeometryStage(translatorContexts); - } + bool hasGeometryShader = translatorContexts[4] != null; + bool vertexHasStore = translatorContexts[1] != null && translatorContexts[1].HasStore; + bool geometryHasStore = hasGeometryShader && translatorContexts[4].HasStore; + bool vertexToCompute = ShouldConvertVertexToCompute(_context, vertexHasStore, geometryHasStore, hasGeometryShader); + bool geometryToCompute = ShouldConvertGeometryToCompute(_context, geometryHasStore); CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1]; List<ShaderSource> shaderSources = new(); TranslatorContext previousStage = null; + ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null, vertexToCompute); + + if (geometryToCompute && translatorContexts[4] != null) + { + translatorContexts[4].SetVertexOutputMapForGeometryAsCompute(translatorContexts[1]); + } - ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null); + ShaderAsCompute vertexAsCompute = null; + ShaderAsCompute geometryAsCompute = null; for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++) { @@ -368,8 +379,12 @@ namespace Ryujinx.Graphics.Gpu.Shader if (currentStage != null) { + gpuAccessors[stageIndex].InitializeReservedCounts(transformFeedbackDescriptors != null, vertexToCompute); + ShaderProgram program; + bool asCompute = (stageIndex == 0 && vertexToCompute) || (stageIndex == 3 && geometryToCompute); + if (stageIndex == 0 && translatorContexts[0] != null) { TranslatedShaderVertexPair translatedShader = TranslateShader( @@ -378,7 +393,8 @@ namespace Ryujinx.Graphics.Gpu.Shader currentStage, translatorContexts[0], cachedGuestCode.VertexACode, - cachedGuestCode.VertexBCode); + cachedGuestCode.VertexBCode, + asCompute); shaders[0] = translatedShader.VertexA; shaders[1] = translatedShader.VertexB; @@ -388,12 +404,31 @@ namespace Ryujinx.Graphics.Gpu.Shader { byte[] code = cachedGuestCode.GetByIndex(stageIndex); - TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code); + TranslatedShader translatedShader = TranslateShader(_dumper, channel, currentStage, code, asCompute); shaders[stageIndex + 1] = translatedShader.Shader; program = translatedShader.Program; } + if (asCompute) + { + bool tfEnabled = transformFeedbackDescriptors != null; + + if (stageIndex == 0) + { + vertexAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled); + + TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage; + + program = lastInVertexPipeline.GenerateVertexPassthroughForCompute(); + } + else + { + geometryAsCompute = CreateHostVertexAsComputeProgram(program, currentStage, tfEnabled); + program = null; + } + } + if (program != null) { shaderSources.Add(CreateShaderSource(program)); @@ -418,46 +453,81 @@ namespace Ryujinx.Graphics.Gpu.Shader IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info); - gpShaders = new CachedShaderProgram(hostProgram, specState, shaders); + gpShaders = new(hostProgram, vertexAsCompute, geometryAsCompute, specState, shaders); _graphicsShaderCache.Add(gpShaders); - EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray); + + // We don't currently support caching shaders that have been converted to compute. + if (vertexAsCompute == null) + { + EnqueueProgramToSave(gpShaders, hostProgram, shaderSourcesArray); + } + _gpPrograms[addresses] = gpShaders; return gpShaders; } /// <summary> - /// Tries to eliminate the geometry stage from the array of translator contexts. + /// Checks if a vertex shader should be converted to a compute shader due to it making use of + /// features that are not supported on the host. /// </summary> - /// <param name="translatorContexts">Array of translator contexts</param> - public static void TryRemoveGeometryStage(TranslatorContext[] translatorContexts) + /// <param name="context">GPU context of the shader</param> + /// <param name="vertexHasStore">Whether the vertex shader has image or storage buffer store operations</param> + /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param> + /// <param name="hasGeometryShader">Whether a geometry shader exists</param> + /// <returns>True if the vertex shader should be converted to compute, false otherwise</returns> + public static bool ShouldConvertVertexToCompute(GpuContext context, bool vertexHasStore, bool geometryHasStore, bool hasGeometryShader) { - if (translatorContexts[4] != null) + // If the host does not support store operations on vertex, + // we need to emulate it on a compute shader. + if (!context.Capabilities.SupportsVertexStoreAndAtomics && vertexHasStore) { - // We have a geometry shader, but geometry shaders are not supported. - // Try to eliminate the geometry shader. + return true; + } - ShaderProgramInfo info = translatorContexts[4].Translate().Info; + // If any stage after the vertex stage is converted to compute, + // we need to convert vertex to compute too. + return hasGeometryShader && ShouldConvertGeometryToCompute(context, geometryHasStore); + } - if (info.Identification == ShaderIdentification.GeometryLayerPassthrough) - { - // We managed to identify that this geometry shader is only used to set the output Layer value, - // we can set the Layer on the previous stage instead (usually the vertex stage) and eliminate it. + /// <summary> + /// Checks if a geometry shader should be converted to a compute shader due to it making use of + /// features that are not supported on the host. + /// </summary> + /// <param name="context">GPU context of the shader</param> + /// <param name="geometryHasStore">Whether the geometry shader has image or storage buffer store operations, if one exists</param> + /// <returns>True if the geometry shader should be converted to compute, false otherwise</returns> + public static bool ShouldConvertGeometryToCompute(GpuContext context, bool geometryHasStore) + { + return (!context.Capabilities.SupportsVertexStoreAndAtomics && geometryHasStore) || + !context.Capabilities.SupportsGeometryShader; + } - for (int i = 3; i >= 1; i--) - { - if (translatorContexts[i] != null) - { - translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute); - translatorContexts[i].SetLastInVertexPipeline(); - break; - } - } + /// <summary> + /// Checks if it might be necessary for any vertex, tessellation or geometry shader to be converted to compute, + /// based on the supported host features. + /// </summary> + /// <param name="capabilities">Host capabilities</param> + /// <returns>True if the possibility of a shader being converted to compute exists, false otherwise</returns> + public static bool MayConvertVtgToCompute(ref Capabilities capabilities) + { + return !capabilities.SupportsVertexStoreAndAtomics || !capabilities.SupportsGeometryShader; + } - translatorContexts[4] = null; - } - } + /// <summary> + /// Creates a compute shader from a vertex, tessellation or geometry shader that has been converted to compute. + /// </summary> + /// <param name="program">Shader program</param> + /// <param name="context">Translation context of the shader</param> + /// <param name="tfEnabled">Whether transform feedback is enabled</param> + /// <returns>Compute shader</returns> + private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled) + { + ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language); + ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled); + + return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations()); } /// <summary> @@ -573,9 +643,16 @@ namespace Ryujinx.Graphics.Gpu.Shader } } + bool vertexAsCompute = gpShaders.VertexAsCompute != null; bool usesDrawParameters = gpShaders.Shaders[1]?.Info.UsesDrawParameters ?? false; - return gpShaders.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true); + return gpShaders.SpecializationState.MatchesGraphics( + channel, + ref poolState, + ref graphicsState, + vertexAsCompute, + usesDrawParameters, + checkTextures: true); } /// <summary> @@ -636,6 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="vertexA">Optional translator context of the shader that should be combined</param> /// <param name="codeA">Optional Maxwell binary code of the Vertex A shader, if present</param> /// <param name="codeB">Optional Maxwell binary code of the Vertex B or current stage shader, if present on cache</param> + /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param> /// <returns>Compiled graphics shader code</returns> private static TranslatedShaderVertexPair TranslateShader( ShaderDumper dumper, @@ -643,7 +721,8 @@ namespace Ryujinx.Graphics.Gpu.Shader TranslatorContext currentStage, TranslatorContext vertexA, byte[] codeA, - byte[] codeB) + byte[] codeB, + bool asCompute) { ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1); @@ -663,7 +742,7 @@ namespace Ryujinx.Graphics.Gpu.Shader pathsB = dumper.Dump(codeB, compute: false); } - ShaderProgram program = currentStage.Translate(vertexA); + ShaderProgram program = currentStage.Translate(vertexA, asCompute); pathsB.Prepend(program); pathsA.Prepend(program); @@ -681,8 +760,9 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="channel">GPU channel using the shader</param> /// <param name="context">Translator context of the stage to be translated</param> /// <param name="code">Optional Maxwell binary code of the current stage shader, if present on cache</param> + /// <param name="asCompute">Indicates that the vertex shader should be converted to a compute shader</param> /// <returns>Compiled graphics shader code</returns> - private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code) + private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute) { var memoryManager = channel.MemoryManager; @@ -694,7 +774,7 @@ namespace Ryujinx.Graphics.Gpu.Shader code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray(); ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default; - ShaderProgram program = context.Translate(); + ShaderProgram program = context.Translate(asCompute); paths.Prepend(program); diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs index af1e1ee3..bea916a6 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderInfoBuilder.cs @@ -33,6 +33,8 @@ namespace Ryujinx.Graphics.Gpu.Shader private readonly int _reservedConstantBuffers; private readonly int _reservedStorageBuffers; + private readonly int _reservedTextures; + private readonly int _reservedImages; private readonly List<ResourceDescriptor>[] _resourceDescriptors; private readonly List<ResourceUsage>[] _resourceUsages; @@ -42,7 +44,8 @@ namespace Ryujinx.Graphics.Gpu.Shader /// </summary> /// <param name="context">GPU context that owns the shaders that will be added to the builder</param> /// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param> - public ShaderInfoBuilder(GpuContext context, bool tfEnabled) + /// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param> + public ShaderInfoBuilder(GpuContext context, bool tfEnabled, bool vertexAsCompute = false) { _context = context; @@ -60,27 +63,34 @@ namespace Ryujinx.Graphics.Gpu.Shader AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1); AddUsage(SupportBufferStages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 0, 1); - _reservedConstantBuffers = 1; // For the support buffer. + ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute); - if (!context.Capabilities.SupportsTransformFeedback && tfEnabled) - { - _reservedStorageBuffers = 5; + _reservedConstantBuffers = rrc.ReservedConstantBuffers; + _reservedStorageBuffers = rrc.ReservedStorageBuffers; + _reservedTextures = rrc.ReservedTextures; + _reservedImages = rrc.ReservedImages; - AddDescriptor(VtgStages, ResourceType.StorageBuffer, StorageSetIndex, 0, 5); - AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Read, StorageSetIndex, 0, 1); - AddUsage(VtgStages, ResourceType.StorageBuffer, ResourceAccess.Write, StorageSetIndex, 1, 4); - } - else - { - _reservedStorageBuffers = 0; - } + // TODO: Handle that better? Maybe we should only set the binding that are really needed on each shader. + ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages; + + PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, ResourceAccess.Read, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1); + PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, ResourceAccess.ReadWrite, StorageSetIndex, 0, rrc.ReservedStorageBuffers); + PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, ResourceAccess.Read, TextureSetIndex, 0, rrc.ReservedTextures); + PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ResourceAccess.ReadWrite, ImageSetIndex, 0, rrc.ReservedImages); + } + + private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, ResourceAccess access, int setIndex, int start, int count) + { + AddDescriptor(stages, type, setIndex, start, count); + AddUsage(stages, type, access, setIndex, start, count); } /// <summary> /// Adds information from a given shader stage. /// </summary> /// <param name="info">Shader stage information</param> - public void AddStageInfo(ShaderProgramInfo info) + /// <param name="vertexAsCompute">True if the shader stage has been converted into a compute shader</param> + public void AddStageInfo(ShaderProgramInfo info, bool vertexAsCompute = false) { if (info.Stage == ShaderStage.Fragment) { @@ -96,7 +106,7 @@ namespace Ryujinx.Graphics.Gpu.Shader _ => 0, }); - ResourceStages stages = info.Stage switch + ResourceStages stages = vertexAsCompute ? ResourceStages.Compute : info.Stage switch { ShaderStage.Compute => ResourceStages.Compute, ShaderStage.Vertex => ResourceStages.Vertex, @@ -114,8 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Shader int uniformBinding = _reservedConstantBuffers + stageIndex * uniformsPerStage; int storageBinding = _reservedStorageBuffers + stageIndex * storagesPerStage; - int textureBinding = stageIndex * texturesPerStage * 2; - int imageBinding = stageIndex * imagesPerStage * 2; + int textureBinding = _reservedTextures + stageIndex * texturesPerStage * 2; + int imageBinding = _reservedImages + stageIndex * imagesPerStage * 2; AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage); AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage); @@ -285,11 +295,28 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <returns>Shader information</returns> public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false) { - ShaderInfoBuilder builder = new(context, tfEnabled: false); + ShaderInfoBuilder builder = new(context, tfEnabled: false, vertexAsCompute: false); builder.AddStageInfo(info); return builder.Build(null, fromCache); } + + /// <summary> + /// Builds shader information for a vertex or geometry shader thas was converted to compute shader. + /// </summary> + /// <param name="context">GPU context that owns the shader</param> + /// <param name="info">Compute shader information</param> + /// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param> + /// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param> + /// <returns>Shader information</returns> + public static ShaderInfo BuildForVertexAsCompute(GpuContext context, ShaderProgramInfo info, bool tfEnabled, bool fromCache = false) + { + ShaderInfoBuilder builder = new(context, tfEnabled, vertexAsCompute: true); + + builder.AddStageInfo(info, vertexAsCompute: true); + + return builder.Build(null, fromCache); + } } } diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs index e57e1df1..3c2f0b9b 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationList.cs @@ -35,9 +35,16 @@ namespace Ryujinx.Graphics.Gpu.Shader { foreach (var entry in _entries) { + bool vertexAsCompute = entry.VertexAsCompute != null; bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false; - if (entry.SpecializationState.MatchesGraphics(channel, ref poolState, ref graphicsState, usesDrawParameters, true)) + if (entry.SpecializationState.MatchesGraphics( + channel, + ref poolState, + ref graphicsState, + vertexAsCompute, + usesDrawParameters, + checkTextures: true)) { program = entry; return true; diff --git a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs index fcd95375..a41f761b 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs @@ -457,6 +457,7 @@ namespace Ryujinx.Graphics.Gpu.Shader /// <param name="channel">GPU channel</param> /// <param name="poolState">Texture pool state</param> /// <param name="graphicsState">Graphics state</param> + /// <param name="vertexAsCompute">Indicates that the vertex shader has been converted into a compute shader</param> /// <param name="usesDrawParameters">Indicates whether the vertex shader accesses draw parameters</param> /// <param name="checkTextures">Indicates whether texture descriptors should be checked</param> /// <returns>True if the state matches, false otherwise</returns> @@ -464,6 +465,7 @@ namespace Ryujinx.Graphics.Gpu.Shader GpuChannel channel, ref GpuChannelPoolState poolState, ref GpuChannelGraphicsState graphicsState, + bool vertexAsCompute, bool usesDrawParameters, bool checkTextures) { @@ -497,9 +499,25 @@ namespace Ryujinx.Graphics.Gpu.Shader return false; } - if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan())) + if (ShaderCache.MayConvertVtgToCompute(ref channel.Capabilities) && !vertexAsCompute) { - return false; + for (int index = 0; index < graphicsState.AttributeTypes.Length; index++) + { + AttributeType lType = FilterAttributeType(channel, graphicsState.AttributeTypes[index]); + AttributeType rType = FilterAttributeType(channel, GraphicsState.AttributeTypes[index]); + + if (lType != rType) + { + return false; + } + } + } + else + { + if (!graphicsState.AttributeTypes.AsSpan().SequenceEqual(GraphicsState.AttributeTypes.AsSpan())) + { + return false; + } } if (usesDrawParameters && graphicsState.HasConstantBufferDrawParameters != GraphicsState.HasConstantBufferDrawParameters) @@ -530,6 +548,19 @@ namespace Ryujinx.Graphics.Gpu.Shader return Matches(channel, ref poolState, checkTextures, isCompute: false); } + private static AttributeType FilterAttributeType(GpuChannel channel, AttributeType type) + { + type &= ~(AttributeType.Packed | AttributeType.PackedRgb10A2Signed); + + if (channel.Capabilities.SupportsScaledVertexFormats && + (type == AttributeType.Sscaled || type == AttributeType.Uscaled)) + { + type = AttributeType.Float; + } + + return type; + } + /// <summary> /// Checks if the recorded state matches the current GPU compute engine state. /// </summary> |