Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
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@ -27,6 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private readonly VertexBuffer[] _vertexBuffers;
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private readonly BufferBounds[] _transformFeedbackBuffers;
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private readonly List<BufferTextureBinding> _bufferTextures;
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private readonly List<BufferTextureArrayBinding<ITextureArray>> _bufferTextureArrays;
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private readonly List<BufferTextureArrayBinding<IImageArray>> _bufferImageArrays;
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private readonly BufferAssignment[] _ranges;
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/// <summary>
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@ -140,11 +142,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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_bufferTextures = new List<BufferTextureBinding>();
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_bufferTextureArrays = new List<BufferTextureArrayBinding<ITextureArray>>();
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_bufferImageArrays = new List<BufferTextureArrayBinding<IImageArray>>();
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_ranges = new BufferAssignment[Constants.TotalGpUniformBuffers * Constants.ShaderStages];
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}
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/// <summary>
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/// Sets the memory range with the index buffer data, to be used for subsequent draw calls.
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/// </summary>
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@ -418,6 +421,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _cpUniformBuffers.Buffers[index].Range.GetSubRange(0).Address;
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}
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/// <summary>
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/// Gets the size of the compute uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer size, or an undefined value if the buffer is not currently bound</returns>
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public int GetComputeUniformBufferSize(int index)
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{
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return (int)_cpUniformBuffers.Buffers[index].Range.GetSubRange(0).Size;
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}
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/// <summary>
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/// Gets the address of the graphics uniform buffer currently bound at the given index.
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/// </summary>
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@ -429,6 +442,17 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _gpUniformBuffers[stage].Buffers[index].Range.GetSubRange(0).Address;
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}
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/// <summary>
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/// Gets the size of the graphics uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer size, or an undefined value if the buffer is not currently bound</returns>
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public int GetGraphicsUniformBufferSize(int stage, int index)
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{
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return (int)_gpUniformBuffers[stage].Buffers[index].Range.GetSubRange(0).Size;
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}
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/// <summary>
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/// Gets the bounds of the uniform buffer currently bound at the given index.
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/// </summary>
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@ -459,7 +483,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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BindBuffers(bufferCache, _cpStorageBuffers, isStorage: true);
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BindBuffers(bufferCache, _cpUniformBuffers, isStorage: false);
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CommitBufferTextureBindings();
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CommitBufferTextureBindings(bufferCache);
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// Force rebind after doing compute work.
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Rebind();
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@ -470,14 +494,15 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Commit any queued buffer texture bindings.
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/// </summary>
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private void CommitBufferTextureBindings()
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/// <param name="bufferCache">Buffer cache</param>
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private void CommitBufferTextureBindings(BufferCache bufferCache)
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{
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if (_bufferTextures.Count > 0)
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{
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foreach (var binding in _bufferTextures)
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{
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var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
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var range = _channel.MemoryManager.Physical.BufferCache.GetBufferRange(binding.Range, isStore);
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var range = bufferCache.GetBufferRange(binding.Range, isStore);
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binding.Texture.SetStorage(range);
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// The texture must be rebound to use the new storage if it was updated.
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@ -494,6 +519,33 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_bufferTextures.Clear();
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}
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if (_bufferTextureArrays.Count > 0 || _bufferImageArrays.Count > 0)
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{
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ITexture[] textureArray = new ITexture[1];
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foreach (var binding in _bufferTextureArrays)
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{
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var range = bufferCache.GetBufferRange(binding.Range);
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binding.Texture.SetStorage(range);
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textureArray[0] = binding.Texture;
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binding.Array.SetTextures(binding.Index, textureArray);
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}
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foreach (var binding in _bufferImageArrays)
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{
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var isStore = binding.BindingInfo.Flags.HasFlag(TextureUsageFlags.ImageStore);
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var range = bufferCache.GetBufferRange(binding.Range, isStore);
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binding.Texture.SetStorage(range);
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textureArray[0] = binding.Texture;
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binding.Array.SetImages(binding.Index, textureArray);
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}
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_bufferTextureArrays.Clear();
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_bufferImageArrays.Clear();
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}
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}
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/// <summary>
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@ -676,7 +728,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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UpdateBuffers(_gpUniformBuffers);
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}
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CommitBufferTextureBindings();
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CommitBufferTextureBindings(bufferCache);
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_rebind = false;
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@ -828,6 +880,50 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, format, isImage));
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}
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/// <summary>
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/// Sets the buffer storage of a buffer texture array element. This will be bound when the buffer manager commits bindings.
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/// </summary>
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/// <param name="array">Texture array where the element will be inserted</param>
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/// <param name="texture">Buffer texture</param>
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info for the buffer texture</param>
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/// <param name="index">Index of the binding on the array</param>
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/// <param name="format">Format of the buffer texture</param>
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public void SetBufferTextureStorage(
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ITextureArray array,
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index,
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Format format)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range);
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_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
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}
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/// <summary>
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/// Sets the buffer storage of a buffer image array element. This will be bound when the buffer manager commits bindings.
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/// </summary>
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/// <param name="array">Image array where the element will be inserted</param>
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/// <param name="texture">Buffer texture</param>
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/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
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/// <param name="bindingInfo">Binding info for the buffer texture</param>
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/// <param name="index">Index of the binding on the array</param>
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/// <param name="format">Format of the buffer texture</param>
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public void SetBufferTextureStorage(
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IImageArray array,
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ITexture texture,
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MultiRange range,
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TextureBindingInfo bindingInfo,
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int index,
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Format format)
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{
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_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range);
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_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
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}
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/// <summary>
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/// Force all bound textures and images to be rebound the next time CommitBindings is called.
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/// </summary>
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