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3 Commits

Author SHA1 Message Date
riperiperi
bebd8eb822 Vulkan: Cache delegate for EndRenderPass (#6132)
This prevents a small allocation each time this method is called. This is a top 3 SOH allocation during gameplay in most games, and eliminating it is pretty free.
2024-01-16 13:22:20 +01:00
gdkchan
f4b74e9ce1 Fix vertex buffer size when switching between inline and state draw parameters (#6101)
* Fix vertex buffer size when switching between inline and state draw parameters

* Format whitespace
2024-01-14 09:37:19 +01:00
Isaac Marovitz
4e19b36ad7 CI: Dependabot Groups (#6110)
* CI: Dependabot Groups

* NUnit

* Limit of 10

* Whoops

* Missing wildcard

* Remove Ryujank group
2024-01-13 15:28:57 +01:00
7 changed files with 40 additions and 14 deletions

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@@ -13,7 +13,7 @@ updates:
- package-ecosystem: nuget
directory: /
open-pull-requests-limit: 5
open-pull-requests-limit: 10
schedule:
interval: daily
labels:
@@ -22,3 +22,19 @@ updates:
- marysaka
commit-message:
prefix: nuget
groups:
Avalonia:
patterns:
- "*Avalonia*"
Silk.NET:
patterns:
- "Silk.NET*"
OpenTK:
patterns:
- "OpenTK*"
SixLabors:
patterns:
- "SixLabors*"
NUnit:
patterns:
- "NUnit*"

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@@ -103,6 +103,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="argument">Method call argument</param>
public void DrawEnd(ThreedClass engine, int argument)
{
_drawState.DrawUsesEngineState = true;
DrawEnd(
engine,
_state.State.IndexBufferState.First,
@@ -205,10 +207,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
else
{
#pragma warning disable IDE0059 // Remove unnecessary value assignment
var drawState = _state.State.VertexBufferDrawState;
#pragma warning restore IDE0059
DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false);
}
@@ -379,6 +377,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = true;
_drawState.DrawUsesEngineState = false;
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
DrawEnd(engine, firstIndex, indexCount, 0, 0);
@@ -424,6 +423,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = false;
_drawState.DrawUsesEngineState = false;
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
DrawEnd(engine, 0, 0, firstVertex, vertexCount);
@@ -544,6 +544,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_state.State.FirstInstance = (uint)firstInstance;
_drawState.DrawIndexed = indexed;
_drawState.DrawUsesEngineState = true;
_currentSpecState.SetHasConstantBufferDrawParameters(true);
engine.UpdateState();
@@ -676,6 +677,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.DrawIndexed = indexed;
_drawState.DrawIndirect = true;
_drawState.DrawUsesEngineState = true;
_currentSpecState.SetHasConstantBufferDrawParameters(true);
engine.UpdateState();

View File

@@ -38,6 +38,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
public bool DrawIndirect;
/// <summary>
/// Indicates that the draw is using the draw parameters on the 3D engine state, rather than inline parameters submitted with the draw command.
/// </summary>
public bool DrawUsesEngineState;
/// <summary>
/// Indicates if any of the currently used vertex shaders reads the instance ID.
/// </summary>
@@ -48,11 +53,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
public bool IsAnyVbInstanced;
/// <summary>
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
/// </summary>
public bool HasConstantBufferDrawParameters;
/// <summary>
/// Primitive topology for the next draw.
/// </summary>

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@@ -47,7 +47,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private uint _vbEnableMask;
private bool _prevDrawIndexed;
private readonly bool _prevDrawIndirect;
private bool _prevDrawIndirect;
private bool _prevDrawUsesEngineState;
private IndexType _prevIndexType;
private uint _prevFirstVertex;
private bool _prevTfEnable;
@@ -236,7 +237,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
// method when doing indexed draws, so we need to make sure
// to update the vertex buffers if we are doing a regular
// draw after a indexed one and vice-versa.
if (_drawState.DrawIndexed != _prevDrawIndexed)
// Some draws also do not update the engine state, so it is possible for it
// to not be dirty even if the vertex counts or other state changed. We need to force it to be dirty in this case.
if (_drawState.DrawIndexed != _prevDrawIndexed || _drawState.DrawUsesEngineState != _prevDrawUsesEngineState)
{
_updateTracker.ForceDirty(VertexBufferStateIndex);
@@ -251,6 +254,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
_prevDrawIndexed = _drawState.DrawIndexed;
_prevDrawUsesEngineState = _drawState.DrawUsesEngineState;
}
// Some draw parameters are used to restrict the vertex buffer size,
@@ -260,6 +264,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (_drawState.DrawIndirect != _prevDrawIndirect)
{
_updateTracker.ForceDirty(VertexBufferStateIndex);
_prevDrawIndirect = _drawState.DrawIndirect;
}
// In some cases, the index type is also used to guess the

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@@ -520,7 +520,7 @@ namespace Ryujinx.Graphics.Vulkan
if (_gd.PipelineInternal.CurrentCommandBuffer.CommandBuffer.Handle == cbs.CommandBuffer.Handle)
{
SetData(rangeOffset, _pendingData.AsSpan(rangeOffset, rangeSize), cbs, _gd.PipelineInternal.EndRenderPass, false);
SetData(rangeOffset, _pendingData.AsSpan(rangeOffset, rangeSize), cbs, _gd.PipelineInternal.EndRenderPassDelegate, false);
}
else
{

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@@ -30,6 +30,7 @@ namespace Ryujinx.Graphics.Vulkan
public readonly PipelineCache PipelineCache;
public readonly AutoFlushCounter AutoFlush;
public readonly Action EndRenderPassDelegate;
protected PipelineDynamicState DynamicState;
private PipelineState _newState;
@@ -92,6 +93,7 @@ namespace Ryujinx.Graphics.Vulkan
Device = device;
AutoFlush = new AutoFlushCounter(gd);
EndRenderPassDelegate = EndRenderPass;
var pipelineCacheCreateInfo = new PipelineCacheCreateInfo
{

View File

@@ -784,7 +784,7 @@ namespace Ryujinx.Graphics.Vulkan
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
{
BufferManager.SetData(buffer, offset, data, _pipeline.CurrentCommandBuffer, _pipeline.EndRenderPass);
BufferManager.SetData(buffer, offset, data, _pipeline.CurrentCommandBuffer, _pipeline.EndRenderPassDelegate);
}
public void UpdateCounters()