using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Vulkan.Queries; using Silk.NET.Vulkan; using System; using System.Collections.Generic; namespace Ryujinx.Graphics.Vulkan { class PipelineFull : PipelineBase, IPipeline { private const ulong MinByteWeightForFlush = 256 * 1024 * 1024; // MiB private readonly List<(QueryPool, bool)> _activeQueries; private CounterQueueEvent _activeConditionalRender; private readonly List _pendingQueryCopies; private readonly List _activeBufferMirrors; private ulong _byteWeight; private readonly List _backingSwaps; public PipelineFull(VulkanRenderer gd, Device device) : base(gd, device) { _activeQueries = new List<(QueryPool, bool)>(); _pendingQueryCopies = new(); _backingSwaps = new(); _activeBufferMirrors = new(); CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer; } private void CopyPendingQuery() { foreach (var query in _pendingQueryCopies) { query.PoolCopy(Cbs); } _pendingQueryCopies.Clear(); } public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color) { if (FramebufferParams == null) { return; } if (componentMask != 0xf) { // We can't use CmdClearAttachments if not writing all components, // because on Vulkan, the pipeline state does not affect clears. var dstTexture = FramebufferParams.GetColorView(index); if (dstTexture == null) { return; } Span clearColor = stackalloc float[4]; clearColor[0] = color.Red; clearColor[1] = color.Green; clearColor[2] = color.Blue; clearColor[3] = color.Alpha; // TODO: Clear only the specified layer. Gd.HelperShader.Clear( Gd, dstTexture, clearColor, componentMask, (int)FramebufferParams.Width, (int)FramebufferParams.Height, FramebufferParams.GetAttachmentComponentType(index), ClearScissor); } else { ClearRenderTargetColor(index, layer, layerCount, color); } } public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) { if (FramebufferParams == null) { return; } if (stencilMask != 0 && stencilMask != 0xff) { // We can't use CmdClearAttachments if not clearing all (mask is all ones, 0xFF) or none (mask is 0) of the stencil bits, // because on Vulkan, the pipeline state does not affect clears. var dstTexture = FramebufferParams.GetDepthStencilView(); if (dstTexture == null) { return; } // TODO: Clear only the specified layer. Gd.HelperShader.Clear( Gd, dstTexture, depthValue, depthMask, stencilValue, stencilMask, (int)FramebufferParams.Width, (int)FramebufferParams.Height, FramebufferParams.AttachmentFormats[FramebufferParams.AttachmentsCount - 1], ClearScissor); } else { ClearRenderTargetDepthStencil(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask != 0); } } public void EndHostConditionalRendering() { if (Gd.Capabilities.SupportsConditionalRendering) { // Gd.ConditionalRenderingApi.CmdEndConditionalRendering(CommandBuffer); } else { // throw new NotSupportedException(); } _activeConditionalRender?.ReleaseHostAccess(); _activeConditionalRender = null; } public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual) { // Compare an event and a constant value. if (value is CounterQueueEvent evt) { // Easy host conditional rendering when the check matches what GL can do: // - Event is of type samples passed. // - Result is not a combination of multiple queries. // - Comparing against 0. // - Event has not already been flushed. if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter) { if (!value.ReserveForHostAccess()) { // If the event has been flushed, then just use the values on the CPU. // The query object may already be repurposed for another draw (eg. begin + end). return false; } if (Gd.Capabilities.SupportsConditionalRendering) { // var buffer = evt.GetBuffer().Get(Cbs, 0, sizeof(long)).Value; // var flags = isEqual ? ConditionalRenderingFlagsEXT.InvertedBitExt : 0; // var conditionalRenderingBeginInfo = new ConditionalRenderingBeginInfoEXT // { // SType = StructureType.ConditionalRenderingBeginInfoExt, // Buffer = buffer, // Flags = flags, // }; // Gd.ConditionalRenderingApi.CmdBeginConditionalRendering(CommandBuffer, conditionalRenderingBeginInfo); } _activeConditionalRender = evt; return true; } } // The GPU will flush the queries to CPU and evaluate the condition there instead. FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now. return false; } public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual) { FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now. return false; } private void FlushPendingQuery() { if (AutoFlush.ShouldFlushQuery()) { FlushCommandsImpl(); } } public CommandBufferScoped GetPreloadCommandBuffer() { PreloadCbs ??= Gd.CommandBufferPool.Rent(); return PreloadCbs.Value; } public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight) { bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs); if (PreloadCbs != null && !usedByCurrentCb) { usedByCurrentCb = disposedResource.HasCommandBufferDependency(PreloadCbs.Value); } if (usedByCurrentCb) { // Since we can only free memory after the command buffer that uses a given resource was executed, // keeping the command buffer might cause a high amount of memory to be in use. // To prevent that, we force submit command buffers if the memory usage by resources // in use by the current command buffer is above a given limit, and those resources were disposed. _byteWeight += byteWeight; if (_byteWeight >= MinByteWeightForFlush) { FlushCommandsImpl(); } } } private void TryBackingSwaps() { CommandBufferScoped? cbs = null; _backingSwaps.RemoveAll(holder => holder.TryBackingSwap(ref cbs)); cbs?.Dispose(); } public void AddBackingSwap(BufferHolder holder) { _backingSwaps.Add(holder); } public void Restore() { if (Pipeline != null) { Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(Cbs).Value); } SignalCommandBufferChange(); if (Pipeline != null && Pbp == PipelineBindPoint.Graphics) { DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer); } } public void FlushCommandsImpl() { AutoFlush.RegisterFlush(DrawCount); EndRenderPass(); foreach ((var queryPool, _) in _activeQueries) { Gd.Api.CmdEndQuery(CommandBuffer, queryPool, 0); } _byteWeight = 0; if (PreloadCbs != null) { PreloadCbs.Value.Dispose(); PreloadCbs = null; } Gd.Barriers.Flush(Cbs.CommandBuffer, false, null); CommandBuffer = (Cbs = Gd.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer; Gd.RegisterFlush(); // Restore per-command buffer state. foreach (BufferHolder buffer in _activeBufferMirrors) { buffer.ClearMirrors(); } _activeBufferMirrors.Clear(); foreach ((var queryPool, var isOcclusion) in _activeQueries) { bool isPrecise = Gd.Capabilities.SupportsPreciseOcclusionQueries && isOcclusion; Gd.Api.CmdResetQueryPool(CommandBuffer, queryPool, 0, 1); Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, isPrecise ? QueryControlFlags.PreciseBit : 0); } Gd.ResetCounterPool(); TryBackingSwaps(); Restore(); } public void RegisterActiveMirror(BufferHolder buffer) { _activeBufferMirrors.Add(buffer); } public void BeginQuery(BufferedQuery query, QueryPool pool, bool needsReset, bool isOcclusion, bool fromSamplePool) { if (needsReset) { EndRenderPass(); Gd.Api.CmdResetQueryPool(CommandBuffer, pool, 0, 1); if (fromSamplePool) { // Try reset some additional queries in advance. Gd.ResetFutureCounters(CommandBuffer, AutoFlush.GetRemainingQueries()); } } bool isPrecise = Gd.Capabilities.SupportsPreciseOcclusionQueries && isOcclusion; Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, isPrecise ? QueryControlFlags.PreciseBit : 0); _activeQueries.Add((pool, isOcclusion)); } public void EndQuery(QueryPool pool) { Gd.Api.CmdEndQuery(CommandBuffer, pool, 0); for (int i = 0; i < _activeQueries.Count; i++) { if (_activeQueries[i].Item1.Handle == pool.Handle) { _activeQueries.RemoveAt(i); break; } } } public void CopyQueryResults(BufferedQuery query) { _pendingQueryCopies.Add(query); if (AutoFlush.RegisterPendingQuery()) { FlushCommandsImpl(); } } protected override void SignalAttachmentChange() { if (AutoFlush.ShouldFlushAttachmentChange(DrawCount)) { FlushCommandsImpl(); } } protected override void SignalRenderPassEnd() { CopyPendingQuery(); } } }