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
This commit is contained in:
gdkchan
2024-04-07 18:25:55 -03:00
committed by GitHub
parent 808803d97a
commit 3e6e0e4afa
83 changed files with 3263 additions and 955 deletions

View File

@ -591,34 +591,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
var componentType = texOp.Format.GetComponentType();
// TODO: Bindless texture support. For now we just return 0/do nothing.
if (isBindless)
{
return new OperationResult(componentType, componentType switch
{
AggregateType.S32 => context.Constant(context.TypeS32(), 0),
AggregateType.U32 => context.Constant(context.TypeU32(), 0u),
_ => context.Constant(context.TypeFP32(), 0f),
});
}
bool isArray = (texOp.Type & SamplerType.Array) != 0;
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
int srcIndex = isBindless ? 1 : 0;
int srcIndex = 0;
SpvInstruction Src(AggregateType type)
{
return context.Get(type, texOp.GetSource(srcIndex++));
}
if (isIndexed)
ImageDeclaration declaration = context.Images[texOp.Binding];
SpvInstruction image = declaration.Image;
SpvInstruction resultType = context.GetType(componentType);
SpvInstruction imagePointerType = context.TypePointer(StorageClass.Image, resultType);
if (declaration.IsIndexed)
{
Src(AggregateType.S32);
SpvInstruction textureIndex = Src(AggregateType.S32);
image = context.AccessChain(imagePointerType, image, textureIndex);
}
int coordsCount = texOp.Type.GetDimensions();
@ -646,14 +640,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
SpvInstruction value = Src(componentType);
(var imageType, var imageVariable) = context.Images[texOp.Binding];
context.Load(imageType, imageVariable);
SpvInstruction resultType = context.GetType(componentType);
SpvInstruction imagePointerType = context.TypePointer(StorageClass.Image, resultType);
var pointer = context.ImageTexelPointer(imagePointerType, imageVariable, pCoords, context.Constant(context.TypeU32(), 0));
var pointer = context.ImageTexelPointer(imagePointerType, image, pCoords, context.Constant(context.TypeU32(), 0));
var one = context.Constant(context.TypeU32(), 1);
var zero = context.Constant(context.TypeU32(), 0);
@ -683,31 +670,29 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
var componentType = texOp.Format.GetComponentType();
// TODO: Bindless texture support. For now we just return 0/do nothing.
if (isBindless)
{
return GetZeroOperationResult(context, texOp, componentType, isVector: true);
}
bool isArray = (texOp.Type & SamplerType.Array) != 0;
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
int srcIndex = isBindless ? 1 : 0;
int srcIndex = 0;
SpvInstruction Src(AggregateType type)
{
return context.Get(type, texOp.GetSource(srcIndex++));
}
if (isIndexed)
ImageDeclaration declaration = context.Images[texOp.Binding];
SpvInstruction image = declaration.Image;
if (declaration.IsIndexed)
{
Src(AggregateType.S32);
SpvInstruction textureIndex = Src(AggregateType.S32);
image = context.AccessChain(declaration.ImagePointerType, image, textureIndex);
}
image = context.Load(declaration.ImageType, image);
int coordsCount = texOp.Type.GetDimensions();
int pCount = coordsCount + (isArray ? 1 : 0);
@ -731,9 +716,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
pCoords = Src(AggregateType.S32);
}
(var imageType, var imageVariable) = context.Images[texOp.Binding];
var image = context.Load(imageType, imageVariable);
var imageComponentType = context.GetType(componentType);
var swizzledResultType = texOp.GetVectorType(componentType);
@ -747,29 +729,27 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
// TODO: Bindless texture support. For now we just return 0/do nothing.
if (isBindless)
{
return OperationResult.Invalid;
}
bool isArray = (texOp.Type & SamplerType.Array) != 0;
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
int srcIndex = isBindless ? 1 : 0;
int srcIndex = 0;
SpvInstruction Src(AggregateType type)
{
return context.Get(type, texOp.GetSource(srcIndex++));
}
if (isIndexed)
ImageDeclaration declaration = context.Images[texOp.Binding];
SpvInstruction image = declaration.Image;
if (declaration.IsIndexed)
{
Src(AggregateType.S32);
SpvInstruction textureIndex = Src(AggregateType.S32);
image = context.AccessChain(declaration.ImagePointerType, image, textureIndex);
}
image = context.Load(declaration.ImageType, image);
int coordsCount = texOp.Type.GetDimensions();
int pCount = coordsCount + (isArray ? 1 : 0);
@ -818,10 +798,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
var texel = context.CompositeConstruct(context.TypeVector(context.GetType(componentType), ComponentsCount), cElems);
(var imageType, var imageVariable) = context.Images[texOp.Binding];
var image = context.Load(imageType, imageVariable);
context.ImageWrite(image, pCoords, texel, ImageOperandsMask.MaskNone);
return OperationResult.Invalid;
@ -854,16 +830,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
// TODO: Bindless texture support. For now we just return 0.
if (isBindless)
{
return new OperationResult(AggregateType.S32, context.Constant(context.TypeS32(), 0));
}
int srcIndex = 0;
SpvInstruction Src(AggregateType type)
@ -871,11 +837,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
return context.Get(type, texOp.GetSource(srcIndex++));
}
if (isIndexed)
SamplerDeclaration declaration = context.Samplers[texOp.Binding];
SpvInstruction image = declaration.Image;
if (declaration.IsIndexed)
{
Src(AggregateType.S32);
SpvInstruction textureIndex = Src(AggregateType.S32);
image = context.AccessChain(declaration.SampledImagePointerType, image, textureIndex);
}
image = context.Load(declaration.SampledImageType, image);
int pCount = texOp.Type.GetDimensions();
SpvInstruction pCoords;
@ -897,10 +870,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
pCoords = Src(AggregateType.FP32);
}
(_, var sampledImageType, var sampledImageVariable) = context.Samplers[texOp.Binding];
var image = context.Load(sampledImageType, sampledImageVariable);
var resultType = context.TypeVector(context.TypeFP32(), 2);
var packed = context.ImageQueryLod(resultType, image, pCoords);
var result = context.CompositeExtract(context.TypeFP32(), packed, (SpvLiteralInteger)texOp.Index);
@ -1182,7 +1151,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
@ -1192,30 +1160,28 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
bool isArray = (texOp.Type & SamplerType.Array) != 0;
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
bool colorIsVector = isGather || !isShadow;
// TODO: Bindless texture support. For now we just return 0.
if (isBindless)
{
return GetZeroOperationResult(context, texOp, AggregateType.FP32, colorIsVector);
}
int srcIndex = isBindless ? 1 : 0;
int srcIndex = 0;
SpvInstruction Src(AggregateType type)
{
return context.Get(type, texOp.GetSource(srcIndex++));
}
if (isIndexed)
SamplerDeclaration declaration = context.Samplers[texOp.Binding];
SpvInstruction image = declaration.Image;
if (declaration.IsIndexed)
{
Src(AggregateType.S32);
SpvInstruction textureIndex = Src(AggregateType.S32);
image = context.AccessChain(declaration.SampledImagePointerType, image, textureIndex);
}
image = context.Load(declaration.SampledImageType, image);
int coordsCount = texOp.Type.GetDimensions();
int pCount = coordsCount;
@ -1419,15 +1385,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
operandsList.Add(sample);
}
bool colorIsVector = isGather || !isShadow;
var resultType = colorIsVector ? context.TypeVector(context.TypeFP32(), 4) : context.TypeFP32();
(var imageType, var sampledImageType, var sampledImageVariable) = context.Samplers[texOp.Binding];
var image = context.Load(sampledImageType, sampledImageVariable);
if (intCoords)
{
image = context.Image(imageType, image);
image = context.Image(declaration.ImageType, image);
}
var operands = operandsList.ToArray();
@ -1485,25 +1449,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
SamplerDeclaration declaration = context.Samplers[texOp.Binding];
SpvInstruction image = declaration.Image;
// TODO: Bindless texture support. For now we just return 0.
if (isBindless)
if (declaration.IsIndexed)
{
return new OperationResult(AggregateType.S32, context.Constant(context.TypeS32(), 0));
SpvInstruction textureIndex = context.GetS32(texOp.GetSource(0));
image = context.AccessChain(declaration.SampledImagePointerType, image, textureIndex);
}
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
if (isIndexed)
{
context.GetS32(texOp.GetSource(0));
}
(var imageType, var sampledImageType, var sampledImageVariable) = context.Samplers[texOp.Binding];
var image = context.Load(sampledImageType, sampledImageVariable);
image = context.Image(imageType, image);
image = context.Load(declaration.SampledImageType, image);
image = context.Image(declaration.ImageType, image);
SpvInstruction result = context.ImageQuerySamples(context.TypeS32(), image);
@ -1514,25 +1471,18 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
AstTextureOperation texOp = (AstTextureOperation)operation;
bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
SamplerDeclaration declaration = context.Samplers[texOp.Binding];
SpvInstruction image = declaration.Image;
// TODO: Bindless texture support. For now we just return 0.
if (isBindless)
if (declaration.IsIndexed)
{
return new OperationResult(AggregateType.S32, context.Constant(context.TypeS32(), 0));
SpvInstruction textureIndex = context.GetS32(texOp.GetSource(0));
image = context.AccessChain(declaration.SampledImagePointerType, image, textureIndex);
}
bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
if (isIndexed)
{
context.GetS32(texOp.GetSource(0));
}
(var imageType, var sampledImageType, var sampledImageVariable) = context.Samplers[texOp.Binding];
var image = context.Load(sampledImageType, sampledImageVariable);
image = context.Image(imageType, image);
image = context.Load(declaration.SampledImageType, image);
image = context.Image(declaration.ImageType, image);
if (texOp.Index == 3)
{
@ -1556,7 +1506,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
if (hasLod)
{
int lodSrcIndex = isBindless || isIndexed ? 1 : 0;
int lodSrcIndex = declaration.IsIndexed ? 1 : 0;
var lod = context.GetS32(operation.GetSource(lodSrcIndex));
result = context.ImageQuerySizeLod(resultType, image, lod);
}
@ -1929,38 +1879,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
return context.Load(context.GetType(varType), context.Inputs[ioDefinition]);
}
private static OperationResult GetZeroOperationResult(
CodeGenContext context,
AstTextureOperation texOp,
AggregateType scalarType,
bool isVector)
{
var zero = scalarType switch
{
AggregateType.S32 => context.Constant(context.TypeS32(), 0),
AggregateType.U32 => context.Constant(context.TypeU32(), 0u),
_ => context.Constant(context.TypeFP32(), 0f),
};
if (isVector)
{
AggregateType outputType = texOp.GetVectorType(scalarType);
if ((outputType & AggregateType.ElementCountMask) != 0)
{
int componentsCount = BitOperations.PopCount((uint)texOp.Index);
SpvInstruction[] values = new SpvInstruction[componentsCount];
values.AsSpan().Fill(zero);
return new OperationResult(outputType, context.ConstantComposite(context.GetType(outputType), values));
}
}
return new OperationResult(scalarType, zero);
}
private static SpvInstruction GetSwizzledResult(CodeGenContext context, SpvInstruction vector, AggregateType swizzledResultType, int mask)
{
if ((swizzledResultType & AggregateType.ElementCountMask) != 0)