Merge pull request #10781 from tellowkrinkle/UberVertexLoader

VideoCommon: Add dynamic vertex loader for ubershaders to reduce pipeline count
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JMC47 2022-09-20 17:14:07 -04:00 committed by GitHub
commit 22197c09a3
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36 changed files with 560 additions and 165 deletions

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@ -74,7 +74,7 @@ static std::recursive_mutex g_save_thread_mutex;
static std::thread g_save_thread;
// Don't forget to increase this after doing changes on the savestate system
constexpr u32 STATE_VERSION = 148; // Last changed in PR 10768
constexpr u32 STATE_VERSION = 149; // Last changed in PR 10781
// Maps savestate versions to Dolphin versions.
// Versions after 42 don't need to be added to this list,

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@ -112,6 +112,7 @@ void VideoBackend::FillBackendInfo()
g_Config.backend_info.bSupportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
g_Config.backend_info.bSupportsSettingObjectNames = true;
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);

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@ -180,7 +180,8 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
m_state.root_signature = dx_pipeline->GetRootSignature();
m_dirty_bits |= DirtyState_RootSignature | DirtyState_PS_CBV | DirtyState_VS_CBV |
DirtyState_GS_CBV | DirtyState_SRV_Descriptor |
DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor;
DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
DirtyState_VS_SRV_Descriptor;
}
if (dx_pipeline->UseIntegerRTV() != m_state.using_integer_rtv)
{
@ -362,6 +363,11 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
if (!ApplyState())
return;
// DX12 is great and doesn't include the base vertex in SV_VertexID
if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() ==
AbstractPipelineUsage::GXUber)
g_dx_context->GetCommandList()->SetGraphicsRoot32BitConstant(
ROOT_PARAMETER_BASE_VERTEX_CONSTANT, base_vertex, 0);
g_dx_context->GetCommandList()->DrawIndexedInstanced(num_indices, 1, base_index, base_vertex, 0);
}
@ -494,18 +500,22 @@ void Renderer::SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle)
m_dirty_bits |= DirtyState_PS_UAV;
}
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size)
void Renderer::SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
u32 stride, u32 size)
{
if (m_state.vertex_buffer.BufferLocation == address &&
m_state.vertex_buffer.StrideInBytes == stride && m_state.vertex_buffer.SizeInBytes == size)
if (m_state.vertex_buffer.BufferLocation != address ||
m_state.vertex_buffer.StrideInBytes != stride || m_state.vertex_buffer.SizeInBytes != size)
{
return;
m_state.vertex_buffer.BufferLocation = address;
m_state.vertex_buffer.StrideInBytes = stride;
m_state.vertex_buffer.SizeInBytes = size;
m_dirty_bits |= DirtyState_VertexBuffer;
}
if (m_state.vs_srv.ptr != srv.ptr)
{
m_state.vs_srv = srv;
m_dirty_bits |= DirtyState_VS_SRV;
}
m_state.vertex_buffer.BufferLocation = address;
m_state.vertex_buffer.StrideInBytes = stride;
m_state.vertex_buffer.SizeInBytes = size;
m_dirty_bits |= DirtyState_VertexBuffer;
}
void Renderer::SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format)
@ -535,15 +545,17 @@ bool Renderer::ApplyState()
// Clear bits before actually changing state. Some state (e.g. cbuffers) can't be set
// if utility pipelines are bound.
const u32 dirty_bits = m_dirty_bits;
m_dirty_bits &= ~(
DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport | DirtyState_ScissorRect |
DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology);
m_dirty_bits &=
~(DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Viewport |
DirtyState_ScissorRect | DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV |
DirtyState_GS_CBV | DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor |
DirtyState_UAV_Descriptor | DirtyState_VertexBuffer | DirtyState_IndexBuffer |
DirtyState_PrimitiveTopology | DirtyState_VS_SRV_Descriptor);
auto* const cmdlist = g_dx_context->GetCommandList();
auto* const pipeline = static_cast<const DXPipeline*>(m_current_pipeline);
if (dirty_bits & DirtyState_Pipeline)
cmdlist->SetPipelineState(static_cast<const DXPipeline*>(m_current_pipeline)->GetPipeline());
cmdlist->SetPipelineState(pipeline->GetPipeline());
if (dirty_bits & DirtyState_Framebuffer)
BindFramebuffer(static_cast<DXFramebuffer*>(m_current_framebuffer));
@ -572,7 +584,7 @@ bool Renderer::ApplyState()
m_state.sampler_descriptor_base);
}
if (static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() == AbstractPipelineUsage::GX)
if (pipeline->GetUsage() != AbstractPipelineUsage::Utility)
{
if (dirty_bits & DirtyState_VS_CBV)
{
@ -589,6 +601,13 @@ bool Renderer::ApplyState()
}
}
if (dirty_bits & DirtyState_VS_SRV_Descriptor &&
pipeline->GetUsage() == AbstractPipelineUsage::GXUber)
{
cmdlist->SetGraphicsRootDescriptorTable(ROOT_PARAMETER_VS_SRV,
m_state.vertex_srv_descriptor_base);
}
if (dirty_bits & DirtyState_GS_CBV)
{
cmdlist->SetGraphicsRootConstantBufferView(ROOT_PARAMETER_GS_CBV,
@ -641,7 +660,9 @@ void Renderer::UpdateDescriptorTables()
const bool sampler_update_failed =
(m_dirty_bits & DirtyState_Samplers) && !UpdateSamplerDescriptorTable();
const bool uav_update_failed = (m_dirty_bits & DirtyState_PS_UAV) && !UpdateUAVDescriptorTable();
if (texture_update_failed || sampler_update_failed || uav_update_failed)
const bool srv_update_failed =
(m_dirty_bits & DirtyState_VS_SRV) && !UpdateVSSRVDescriptorTable();
if (texture_update_failed || sampler_update_failed || uav_update_failed || srv_update_failed)
{
WARN_LOG_FMT(VIDEO, "Executing command list while waiting for temporary {}",
texture_update_failed ? "descriptors" : "samplers");
@ -651,6 +672,7 @@ void Renderer::UpdateDescriptorTables()
UpdateSRVDescriptorTable();
UpdateSamplerDescriptorTable();
UpdateUAVDescriptorTable();
UpdateVSSRVDescriptorTable();
}
}
@ -700,6 +722,26 @@ bool Renderer::UpdateUAVDescriptorTable()
return true;
}
bool Renderer::UpdateVSSRVDescriptorTable()
{
if (!g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader ||
static_cast<const DXPipeline*>(m_current_pipeline)->GetUsage() !=
AbstractPipelineUsage::GXUber)
{
return true;
}
DescriptorHandle handle;
if (!g_dx_context->GetDescriptorAllocator()->Allocate(1, &handle))
return false;
g_dx_context->GetDevice()->CopyDescriptorsSimple(1, handle.cpu_handle, m_state.vs_srv,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_state.vertex_srv_descriptor_base = handle.gpu_handle;
m_dirty_bits = (m_dirty_bits & ~DirtyState_VS_SRV) | DirtyState_VS_SRV_Descriptor;
return true;
}
bool Renderer::UpdateComputeUAVDescriptorTable()
{
DescriptorHandle handle;

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@ -88,7 +88,8 @@ public:
void SetPixelShaderUAV(D3D12_CPU_DESCRIPTOR_HANDLE handle);
// Graphics vertex/index buffer binding.
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size);
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, D3D12_CPU_DESCRIPTOR_HANDLE srv,
u32 stride, u32 size);
void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
// Binds all dirty state
@ -126,6 +127,8 @@ private:
DirtyState_RootSignature = (1 << 17),
DirtyState_ComputeRootSignature = (1 << 18),
DirtyState_DescriptorHeaps = (1 << 19),
DirtyState_VS_SRV = (1 << 20),
DirtyState_VS_SRV_Descriptor = (1 << 21),
DirtyState_All =
DirtyState_Framebuffer | DirtyState_Pipeline | DirtyState_Textures | DirtyState_Samplers |
@ -133,7 +136,8 @@ private:
DirtyState_PS_UAV | DirtyState_PS_CBV | DirtyState_VS_CBV | DirtyState_GS_CBV |
DirtyState_SRV_Descriptor | DirtyState_Sampler_Descriptor | DirtyState_UAV_Descriptor |
DirtyState_VertexBuffer | DirtyState_IndexBuffer | DirtyState_PrimitiveTopology |
DirtyState_RootSignature | DirtyState_ComputeRootSignature | DirtyState_DescriptorHeaps
DirtyState_RootSignature | DirtyState_ComputeRootSignature | DirtyState_DescriptorHeaps |
DirtyState_VS_SRV | DirtyState_VS_SRV_Descriptor
};
void CheckForSwapChainChanges();
@ -144,6 +148,7 @@ private:
void UpdateDescriptorTables();
bool UpdateSRVDescriptorTable();
bool UpdateUAVDescriptorTable();
bool UpdateVSSRVDescriptorTable();
bool UpdateComputeUAVDescriptorTable();
bool UpdateSamplerDescriptorTable();
@ -157,11 +162,13 @@ private:
DXShader* compute_shader = nullptr;
std::array<D3D12_GPU_VIRTUAL_ADDRESS, 3> constant_buffers = {};
std::array<D3D12_CPU_DESCRIPTOR_HANDLE, MAX_TEXTURES> textures = {};
D3D12_CPU_DESCRIPTOR_HANDLE vs_srv = {};
D3D12_CPU_DESCRIPTOR_HANDLE ps_uav = {};
SamplerStateSet samplers = {};
const DXTexture* compute_image_texture = nullptr;
D3D12_VIEWPORT viewport = {};
D3D12_RECT scissor = {};
D3D12_GPU_DESCRIPTOR_HANDLE vertex_srv_descriptor_base = {};
D3D12_GPU_DESCRIPTOR_HANDLE srv_descriptor_base = {};
D3D12_GPU_DESCRIPTOR_HANDLE sampler_descriptor_base = {};
D3D12_GPU_DESCRIPTOR_HANDLE uav_descriptor_base = {};

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@ -64,6 +64,18 @@ bool VertexManager::Initialize()
&srv_desc, dh.cpu_handle);
}
if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_vertex_srv))
{
PanicAlertFmt("Failed to allocate descriptor for vertex srv");
return false;
}
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {DXGI_FORMAT_R32_UINT, D3D12_SRV_DIMENSION_BUFFER,
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
srv_desc.Buffer.NumElements = m_vertex_stream_buffer.GetSize() / sizeof(u32);
g_dx_context->GetDevice()->CreateShaderResourceView(m_vertex_stream_buffer.GetBuffer(), &srv_desc,
m_vertex_srv.cpu_handle);
UploadAllConstants();
return true;
}
@ -115,7 +127,8 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, static_cast<int>(vertex_data_size));
ADDSTAT(g_stats.this_frame.bytes_index_streamed, static_cast<int>(index_data_size));
Renderer::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(), vertex_stride,
Renderer::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer.GetGPUPointer(),
m_vertex_srv.cpu_handle, vertex_stride,
m_vertex_stream_buffer.GetSize());
Renderer::GetInstance()->SetIndexBuffer(m_index_stream_buffer.GetGPUPointer(),
m_index_stream_buffer.GetSize(), DXGI_FORMAT_R16_UINT);

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@ -46,6 +46,7 @@ protected:
StreamBuffer m_uniform_stream_buffer;
StreamBuffer m_texel_stream_buffer;
std::array<DescriptorHandle, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views = {};
DescriptorHandle m_vertex_srv = {};
};
} // namespace DX12

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@ -261,6 +261,16 @@ bool DXContext::CreateDescriptorHeaps()
return true;
}
static void SetRootParamConstant(D3D12_ROOT_PARAMETER* rp, u32 shader_reg, u32 num_values,
D3D12_SHADER_VISIBILITY visibility)
{
rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rp->Constants.Num32BitValues = num_values;
rp->Constants.ShaderRegister = shader_reg;
rp->Constants.RegisterSpace = 0;
rp->ShaderVisibility = visibility;
}
static void SetRootParamCBV(D3D12_ROOT_PARAMETER* rp, u32 shader_reg,
D3D12_SHADER_VISIBILITY visibility)
{
@ -345,6 +355,11 @@ bool DXContext::CreateGXRootSignature()
param_count++;
SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
param_count++;
SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 3,
1, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
SetRootParamConstant(&params[param_count], 2, 1, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
// Since these must be contiguous, pixel lighting goes to bbox if not enabled.
if (g_ActiveConfig.bBBoxEnable)

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@ -27,6 +27,8 @@ enum ROOT_PARAMETER
ROOT_PARAMETER_VS_CBV,
ROOT_PARAMETER_VS_CBV2,
ROOT_PARAMETER_GS_CBV,
ROOT_PARAMETER_VS_SRV,
ROOT_PARAMETER_BASE_VERTEX_CONSTANT,
ROOT_PARAMETER_PS_UAV_OR_CBV2,
ROOT_PARAMETER_PS_CBV2, // ROOT_PARAMETER_PS_UAV_OR_CBV2 if bbox is not enabled
NUM_ROOT_PARAMETERS

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@ -165,6 +165,7 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
switch (config.usage)
{
case AbstractPipelineUsage::GX:
case AbstractPipelineUsage::GXUber:
desc.pRootSignature = g_dx_context->GetGXRootSignature();
break;
case AbstractPipelineUsage::Utility:

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@ -87,6 +87,7 @@ void VideoBackend::FillBackendInfo()
g_Config.backend_info.bSupportsLodBiasInSampler = true;
g_Config.backend_info.bSupportsSettingObjectNames = true;
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
g_Config.backend_info.bSupportsDynamicVertexLoader = true;
// We can only check texture support once we have a device.
if (g_dx_context)

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@ -220,7 +220,7 @@ static MTLCullMode Convert(CullMode cull)
switch (cull)
{
case CullMode::None:
case CullMode::All: // Handled by disabling rasterization
case CullMode::All: // Handled by VertexLoaderManager::RunVertices
return MTLCullModeNone;
case CullMode::Front:
return MTLCullModeFront;
@ -289,7 +289,8 @@ public:
}
};
template <size_t N>
static void CopyAll(std::array<VertexAttribute, N>& output, const AttributeFormat (&input)[N])
static void CopyAll(std::array<VertexAttribute, N>& output,
const std::array<AttributeFormat, N>& input)
{
for (size_t i = 0; i < N; ++i)
output[i] = VertexAttribute(input[i]);
@ -327,13 +328,14 @@ public:
blend.subtractAlpha = cfg.blending_state.subtractAlpha.Value();
// clang-format on
}
// Throw extras in bits we don't otherwise use
if (cfg.rasterization_state.cullmode == CullMode::All)
blend.hex |= 1 << 29;
if (cfg.rasterization_state.primitive == PrimitiveType::Points)
blend.hex |= 1 << 30;
else if (cfg.rasterization_state.primitive == PrimitiveType::Lines)
blend.hex |= 1 << 31;
if (cfg.usage != AbstractPipelineUsage::GXUber)
{
if (cfg.rasterization_state.primitive == PrimitiveType::Points)
is_points = true;
else if (cfg.rasterization_state.primitive == PrimitiveType::Lines)
is_lines = true;
}
}
PipelineID() { memset(this, 0, sizeof(*this)); }
PipelineID(const PipelineID& other) { memcpy(this, &other, sizeof(*this)); }
@ -359,7 +361,13 @@ public:
VertexAttribute v_posmtx;
const Shader* vertex_shader;
const Shader* fragment_shader;
BlendingState blend;
union
{
BlendingState blend;
// Throw extras in bits we don't otherwise use
BitField<30, 1, bool, u32> is_points;
BitField<31, 1, bool, u32> is_lines;
};
FramebufferState framebuffer;
};
@ -377,24 +385,17 @@ public:
auto desc = MRCTransfer([MTLRenderPipelineDescriptor new]);
[desc setVertexFunction:static_cast<const Shader*>(config.vertex_shader)->GetShader()];
[desc setFragmentFunction:static_cast<const Shader*>(config.pixel_shader)->GetShader()];
if (config.usage == AbstractPipelineUsage::GX)
{
if ([[[desc vertexFunction] label] containsString:@"Uber"])
[desc
setLabel:[NSString stringWithFormat:@"GX Uber Pipeline %d", m_pipeline_counter[0]++]];
else
[desc setLabel:[NSString stringWithFormat:@"GX Pipeline %d", m_pipeline_counter[1]++]];
}
if (config.usage == AbstractPipelineUsage::GXUber)
[desc setLabel:[NSString stringWithFormat:@"GX Uber Pipeline %d", m_pipeline_counter[0]++]];
else if (config.usage == AbstractPipelineUsage::GX)
[desc setLabel:[NSString stringWithFormat:@"GX Pipeline %d", m_pipeline_counter[1]++]];
else
{
[desc setLabel:[NSString stringWithFormat:@"Utility Pipeline %d", m_pipeline_counter[2]++]];
}
if (config.vertex_format)
[desc setVertexDescriptor:static_cast<const VertexFormat*>(config.vertex_format)->Get()];
RasterizationState rs = config.rasterization_state;
[desc setInputPrimitiveTopology:GetClass(rs.primitive)];
if (rs.cullmode == CullMode::All)
[desc setRasterizationEnabled:NO];
if (config.usage != AbstractPipelineUsage::GXUber)
[desc setInputPrimitiveTopology:GetClass(rs.primitive)];
MTLRenderPipelineColorAttachmentDescriptor* color0 =
[[desc colorAttachments] objectAtIndexedSubscript:0];
BlendingState bs = config.blending_state;

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@ -608,7 +608,7 @@ void Metal::StateTracker::PrepareRender()
BeginRenderPass(MTLLoadActionLoad);
id<MTLRenderCommandEncoder> enc = m_current_render_encoder;
const Pipeline* pipe = m_state.render_pipeline;
bool is_gx = pipe->Usage() == AbstractPipelineUsage::GX;
bool is_gx = pipe->Usage() != AbstractPipelineUsage::Utility;
NSString* label = is_gx ? LABEL_GX : LABEL_UTIL;
if (m_flags.should_apply_label && m_current.label != label)
{

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@ -74,6 +74,7 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
config->backend_info.bSupportsSettingObjectNames = true;
// Metal requires multisample resolve to be done on a render pass
config->backend_info.bSupportsPartialMultisampleResolve = false;
config->backend_info.bSupportsDynamicVertexLoader = true;
}
void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
@ -426,6 +427,7 @@ std::optional<std::string> Metal::Util::TranslateShaderToMSL(ShaderStage stage,
static const spirv_cross::MSLResourceBinding resource_bindings[] = {
MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelVertex, 2, 1, 0, 0, 0), // vs/ssbo
MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo
MakeResourceBinding(spv::ExecutionModelFragment, 1, 0, 0, 0, 0), // ps/samp0

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@ -125,7 +125,7 @@ static void SetAttribute(MTLVertexDescriptor* desc, u32 attribute, const Attribu
template <size_t N>
static void SetAttributes(MTLVertexDescriptor* desc, u32 attribute,
const AttributeFormat (&format)[N])
const std::array<AttributeFormat, N>& format)
{
for (size_t i = 0; i < N; ++i)
SetAttribute(desc, attribute + i, format[i]);

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@ -60,6 +60,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsLodBiasInSampler = false;
g_Config.backend_info.bSupportsSettingObjectNames = false;
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
// aamodes: We only support 1 sample, so no MSAA
g_Config.backend_info.Adapters.clear();

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@ -94,6 +94,8 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsPipelineCacheData = false;
g_Config.backend_info.bSupportsLodBiasInSampler = true;
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
// Unneccessary since OGL doesn't use pipelines
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics
// options will show the option when it is not supported. The only way around this would be

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@ -89,6 +89,7 @@ void VideoSoftware::InitBackendInfo()
g_Config.backend_info.bSupportsLodBiasInSampler = false;
g_Config.backend_info.bSupportsSettingObjectNames = false;
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
// aamodes
g_Config.backend_info.AAModes = {1};

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@ -39,6 +39,8 @@ enum DESCRIPTOR_SET_LAYOUT
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS) [set=0, binding=0-2]
// - 8 combined image samplers (accessible from PS) [set=1, binding=0-7]
// - 1 SSBO accessible from PS if supported [set=2, binding=0]
// - Uber
// - Like standard, plus 1 SSBO accessible from VS if supported [set=2, binding=1]
// - Utility
// - 1 combined UBO, accessible from VS/GS/PS [set=0, binding=0]
// - 8 combined image samplers (accessible from PS) [set=1, binding=0-7]
@ -55,6 +57,7 @@ enum DESCRIPTOR_SET_LAYOUT
enum PIPELINE_LAYOUT
{
PIPELINE_LAYOUT_STANDARD,
PIPELINE_LAYOUT_UBER,
PIPELINE_LAYOUT_UTILITY,
PIPELINE_LAYOUT_COMPUTE,
NUM_PIPELINE_LAYOUTS

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@ -123,8 +123,10 @@ bool ObjectCache::CreateDescriptorSetLayouts()
VK_SHADER_STAGE_FRAGMENT_BIT},
}};
static const std::array<VkDescriptorSetLayoutBinding, 1> standard_ssbo_bindings{{
// The dynamic veretex loader's vertex buffer must be last here, for similar reasons
static const std::array<VkDescriptorSetLayoutBinding, 2> standard_ssbo_bindings{{
{0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT},
}};
static const std::array<VkDescriptorSetLayoutBinding, 1> utility_ubo_bindings{{
@ -173,6 +175,10 @@ bool ObjectCache::CreateDescriptorSetLayouts()
if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
create_infos[DESCRIPTOR_SET_LAYOUT_STANDARD_UNIFORM_BUFFERS].bindingCount--;
// Remove the dynamic vertex loader's buffer if it'll never be needed
if (!g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
create_infos[DESCRIPTOR_SET_LAYOUT_STANDARD_SHADER_STORAGE_BUFFERS].bindingCount--;
for (size_t i = 0; i < create_infos.size(); i++)
{
VkResult res = vkCreateDescriptorSetLayout(g_vulkan_context->GetDevice(), &create_infos[i],
@ -206,6 +212,11 @@ bool ObjectCache::CreatePipelineLayouts()
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_STANDARD_SAMPLERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_STANDARD_SHADER_STORAGE_BUFFERS],
};
const std::array<VkDescriptorSetLayout, 3> uber_sets{
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_STANDARD_UNIFORM_BUFFERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_STANDARD_SAMPLERS],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_STANDARD_SHADER_STORAGE_BUFFERS],
};
const std::array<VkDescriptorSetLayout, 2> utility_sets{
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_UTILITY_UNIFORM_BUFFER],
m_descriptor_set_layouts[DESCRIPTOR_SET_LAYOUT_UTILITY_SAMPLERS],
@ -220,6 +231,10 @@ bool ObjectCache::CreatePipelineLayouts()
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(standard_sets.size()), standard_sets.data(), 0, nullptr},
// Uber
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(uber_sets.size()), uber_sets.data(), 0, nullptr},
// Utility
{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, nullptr, 0,
static_cast<u32>(utility_sets.size()), utility_sets.data(), 0, nullptr},
@ -232,6 +247,10 @@ bool ObjectCache::CreatePipelineLayouts()
// If bounding box is unsupported, don't bother with the SSBO descriptor set.
if (!g_ActiveConfig.backend_info.bSupportsBBox)
pipeline_layout_info[PIPELINE_LAYOUT_STANDARD].setLayoutCount--;
// If neither SSBO-using feature is supported, skip in ubershaders too
if (!g_ActiveConfig.backend_info.bSupportsBBox &&
!g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
pipeline_layout_info[PIPELINE_LAYOUT_UBER].setLayoutCount--;
for (size_t i = 0; i < pipeline_layout_info.size(); i++)
{

View File

@ -77,14 +77,23 @@ bool StateTracker::Initialize()
return true;
}
void StateTracker::SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset)
void StateTracker::SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset, u32 size)
{
if (m_vertex_buffer == buffer && m_vertex_buffer_offset == offset)
return;
m_vertex_buffer = buffer;
m_vertex_buffer_offset = offset;
m_dirty_flags |= DIRTY_FLAG_VERTEX_BUFFER;
if (m_vertex_buffer != buffer || m_vertex_buffer_offset != offset)
{
m_vertex_buffer = buffer;
m_vertex_buffer_offset = offset;
m_dirty_flags |= DIRTY_FLAG_VERTEX_BUFFER;
}
if (m_bindings.gx_uber_vertex_ssbo.buffer != buffer ||
m_bindings.gx_uber_vertex_ssbo.offset != offset ||
m_bindings.gx_uber_vertex_ssbo.range != size)
{
m_bindings.gx_uber_vertex_ssbo.buffer = buffer;
m_bindings.gx_uber_vertex_ssbo.offset = offset;
m_bindings.gx_uber_vertex_ssbo.range = size;
m_dirty_flags |= DIRTY_FLAG_GX_SSBO;
}
}
void StateTracker::SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type)
@ -366,8 +375,13 @@ bool StateTracker::Bind()
// Re-bind parts of the pipeline
const VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
if (m_dirty_flags & DIRTY_FLAG_VERTEX_BUFFER)
const bool needs_vertex_buffer = !g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader ||
m_pipeline->GetUsage() != AbstractPipelineUsage::GXUber;
if (needs_vertex_buffer && (m_dirty_flags & DIRTY_FLAG_VERTEX_BUFFER))
{
vkCmdBindVertexBuffers(command_buffer, 0, 1, &m_vertex_buffer, &m_vertex_buffer_offset);
m_dirty_flags &= ~DIRTY_FLAG_VERTEX_BUFFER;
}
if (m_dirty_flags & DIRTY_FLAG_INDEX_BUFFER)
vkCmdBindIndexBuffer(command_buffer, m_index_buffer, m_index_buffer_offset, m_index_type);
@ -381,8 +395,8 @@ bool StateTracker::Bind()
if (m_dirty_flags & DIRTY_FLAG_SCISSOR)
vkCmdSetScissor(command_buffer, 0, 1, &m_scissor);
m_dirty_flags &= ~(DIRTY_FLAG_VERTEX_BUFFER | DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_PIPELINE |
DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR);
m_dirty_flags &=
~(DIRTY_FLAG_INDEX_BUFFER | DIRTY_FLAG_PIPELINE | DIRTY_FLAG_VIEWPORT | DIRTY_FLAG_SCISSOR);
return true;
}
@ -452,7 +466,7 @@ void StateTracker::EndClearRenderPass()
bool StateTracker::UpdateDescriptorSet()
{
if (m_pipeline->GetUsage() == AbstractPipelineUsage::GX)
if (m_pipeline->GetUsage() != AbstractPipelineUsage::Utility)
return UpdateGXDescriptorSet();
else
return UpdateUtilityDescriptorSet();
@ -462,7 +476,7 @@ bool StateTracker::UpdateGXDescriptorSet()
{
const size_t MAX_DESCRIPTOR_WRITES = NUM_UBO_DESCRIPTOR_SET_BINDINGS + // UBO
1 + // Samplers
1; // SSBO
2; // SSBO
std::array<VkWriteDescriptorSet, MAX_DESCRIPTOR_WRITES> writes;
u32 num_writes = 0;
@ -516,7 +530,12 @@ bool StateTracker::UpdateGXDescriptorSet()
m_dirty_flags = (m_dirty_flags & ~DIRTY_FLAG_GX_SAMPLERS) | DIRTY_FLAG_DESCRIPTOR_SETS;
}
if (g_ActiveConfig.backend_info.bSupportsBBox &&
const bool needs_bbox_ssbo = g_ActiveConfig.backend_info.bSupportsBBox;
const bool needs_vertex_ssbo = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader &&
m_pipeline->GetUsage() == AbstractPipelineUsage::GXUber;
const bool needs_ssbo = needs_bbox_ssbo || needs_vertex_ssbo;
if (needs_ssbo &&
(m_dirty_flags & DIRTY_FLAG_GX_SSBO || m_gx_descriptor_sets[2] == VK_NULL_HANDLE))
{
m_gx_descriptor_sets[2] =
@ -528,6 +547,21 @@ bool StateTracker::UpdateGXDescriptorSet()
writes[num_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, m_gx_descriptor_sets[2], 0, 0, 1,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nullptr, &m_bindings.ssbo, nullptr};
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
{
writes[num_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
m_gx_descriptor_sets[2],
1,
0,
1,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
nullptr,
&m_bindings.gx_uber_vertex_ssbo,
nullptr};
}
m_dirty_flags = (m_dirty_flags & ~DIRTY_FLAG_GX_SSBO) | DIRTY_FLAG_DESCRIPTOR_SETS;
}
@ -538,9 +572,7 @@ bool StateTracker::UpdateGXDescriptorSet()
{
vkCmdBindDescriptorSets(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipeline->GetVkPipelineLayout(), 0,
g_ActiveConfig.backend_info.bSupportsBBox ?
NUM_GX_DESCRIPTOR_SETS :
(NUM_GX_DESCRIPTOR_SETS - 1),
needs_ssbo ? NUM_GX_DESCRIPTOR_SETS : (NUM_GX_DESCRIPTOR_SETS - 1),
m_gx_descriptor_sets.data(),
g_ActiveConfig.backend_info.bSupportsGeometryShaders ?
NUM_UBO_DESCRIPTOR_SET_BINDINGS :

View File

@ -32,7 +32,7 @@ public:
VKFramebuffer* GetFramebuffer() const { return m_framebuffer; }
const VKPipeline* GetPipeline() const { return m_pipeline; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset, u32 size);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetFramebuffer(VKFramebuffer* framebuffer);
void SetPipeline(const VKPipeline* pipeline);
@ -145,6 +145,7 @@ private:
std::array<VkDescriptorImageInfo, NUM_PIXEL_SHADER_SAMPLERS> samplers;
std::array<VkBufferView, NUM_COMPUTE_TEXEL_BUFFERS> texel_buffers;
VkDescriptorBufferInfo ssbo;
VkDescriptorBufferInfo gx_uber_vertex_ssbo;
VkDescriptorImageInfo image_texture;
} m_bindings = {};
std::array<VkDescriptorSet, NUM_GX_DESCRIPTOR_SETS> m_gx_descriptor_sets = {};

View File

@ -251,6 +251,9 @@ std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& con
case AbstractPipelineUsage::GX:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
break;
case AbstractPipelineUsage::GXUber:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UBER);
break;
case AbstractPipelineUsage::Utility:
pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_UTILITY);
break;

View File

@ -62,7 +62,8 @@ bool VertexManager::Initialize()
return false;
m_vertex_stream_buffer =
StreamBuffer::Create(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VERTEX_STREAM_BUFFER_SIZE);
StreamBuffer::Create(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
VERTEX_STREAM_BUFFER_SIZE);
m_index_stream_buffer =
StreamBuffer::Create(VK_BUFFER_USAGE_INDEX_BUFFER_BIT, INDEX_STREAM_BUFFER_SIZE);
m_uniform_stream_buffer =
@ -186,7 +187,8 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, static_cast<int>(vertex_data_size));
ADDSTAT(g_stats.this_frame.bytes_index_streamed, static_cast<int>(index_data_size));
StateTracker::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0);
StateTracker::GetInstance()->SetVertexBuffer(m_vertex_stream_buffer->GetBuffer(), 0,
VERTEX_STREAM_BUFFER_SIZE);
StateTracker::GetInstance()->SetIndexBuffer(m_index_stream_buffer->GetBuffer(), 0,
VK_INDEX_TYPE_UINT16);
}

View File

@ -295,6 +295,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
config->backend_info.bSupportsLodBiasInSampler = false; // Dependent on OS.
config->backend_info.bSupportsSettingObjectNames = false; // Dependent on features.
config->backend_info.bSupportsPartialMultisampleResolve = true; // Assumed support.
config->backend_info.bSupportsDynamicVertexLoader = true; // Assumed support.
}
void VulkanContext::PopulateBackendInfoAdapters(VideoConfig* config, const GPUList& gpu_list)

View File

@ -20,6 +20,8 @@ class NativeVertexFormat;
// - Per-stage UBO (VS/GS/PS, VS constants accessible from PS)
// - 8 combined image samplers (accessible from PS)
// - 1 SSBO, accessible from PS if bounding box is enabled
// - GX Uber
// - Same as GX, plus one VS SSBO for vertices if dynamic vertex loading is enabled
// - Utility
// - Single UBO, accessible from all stages [set=0, binding=1]
// - 8 combined image samplers (accessible from PS) [set=1, binding=0-7]
@ -32,6 +34,7 @@ class NativeVertexFormat;
enum class AbstractPipelineUsage
{
GX,
GXUber,
Utility
};

View File

@ -93,6 +93,13 @@ struct VertexShaderConstants
float4 cached_tangent;
float4 cached_binormal;
// For UberShader vertex loader
u32 vertex_stride;
std::array<u32, 3> vertex_offset_normals;
u32 vertex_offset_position;
u32 vertex_offset_posmtx;
std::array<u32, 2> vertex_offset_colors;
std::array<u32, 8> vertex_offset_texcoords;
};
struct GeometryShaderConstants

View File

@ -58,9 +58,9 @@ struct PortableVertexDeclaration
int stride;
AttributeFormat position;
AttributeFormat normals[3];
AttributeFormat colors[2];
AttributeFormat texcoords[8];
std::array<AttributeFormat, 3> normals;
std::array<AttributeFormat, 2> colors;
std::array<AttributeFormat, 8> texcoords;
AttributeFormat posmtx;
inline bool operator<(const PortableVertexDeclaration& b) const

View File

@ -588,10 +588,10 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state)
const BlendingState& blending_state, AbstractPipelineUsage usage)
{
AbstractPipelineConfig config = {};
config.usage = AbstractPipelineUsage::GX;
config.usage = usage;
config.vertex_format = vertex_format;
config.vertex_shader = vertex_shader;
config.geometry_shader = geometry_shader;
@ -735,7 +735,7 @@ ShaderCache::GetGXPipelineConfig(const GXPipelineUid& config_in)
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state);
config.depth_state, config.blending_state, AbstractPipelineUsage::GX);
}
/// Edits the UID based on driver bugs and other special configurations
@ -743,6 +743,8 @@ static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
{
GXUberPipelineUid out;
memcpy(&out, &in, sizeof(out)); // Copy padding
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
out.vertex_format = nullptr;
if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
{
// Always blend in shader
@ -798,7 +800,8 @@ ShaderCache::GetGXPipelineConfig(const GXUberPipelineUid& config_in)
}
return GetGXPipelineConfig(config.vertex_format, vs, gs, ps, config.rasterization_state,
config.depth_state, config.blending_state);
config.depth_state, config.blending_state,
AbstractPipelineUsage::GXUber);
}
const AbstractPipeline* ShaderCache::InsertGXPipeline(const GXPipelineUid& config,
@ -1233,32 +1236,32 @@ void ShaderCache::QueueUberShaderPipelines()
dummy_vertex_decl.stride = sizeof(float) * 4;
NativeVertexFormat* dummy_vertex_format =
VertexLoaderManager::GetUberVertexFormat(dummy_vertex_decl);
auto QueueDummyPipeline = [&](const UberShader::VertexShaderUid& vs_uid,
const GeometryShaderUid& gs_uid,
const UberShader::PixelShaderUid& ps_uid) {
GXUberPipelineUid config;
config.vertex_format = dummy_vertex_format;
config.vs_uid = vs_uid;
config.gs_uid = gs_uid;
config.ps_uid = ps_uid;
config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
if (ps_uid.GetUidData()->uint_output)
{
// uint_output is only ever enabled when logic ops are enabled.
config.blending_state.logicopenable = true;
config.blending_state.logicmode = LogicOp::And;
}
auto QueueDummyPipeline =
[&](const UberShader::VertexShaderUid& vs_uid, const GeometryShaderUid& gs_uid,
const UberShader::PixelShaderUid& ps_uid, const BlendingState& blend) {
GXUberPipelineUid config;
config.vertex_format = dummy_vertex_format;
config.vs_uid = vs_uid;
config.gs_uid = gs_uid;
config.ps_uid = ps_uid;
config.rasterization_state = RenderState::GetCullBackFaceRasterizationState(
static_cast<PrimitiveType>(gs_uid.GetUidData()->primitive_type));
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = blend;
if (ps_uid.GetUidData()->uint_output)
{
// uint_output is only ever enabled when logic ops are enabled.
config.blending_state.logicopenable = true;
config.blending_state.logicmode = LogicOp::And;
}
auto iter = m_gx_uber_pipeline_cache.find(config);
if (iter != m_gx_uber_pipeline_cache.end())
return;
auto iter = m_gx_uber_pipeline_cache.find(config);
if (iter != m_gx_uber_pipeline_cache.end())
return;
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
};
auto& entry = m_gx_uber_pipeline_cache[config];
entry.second = false;
};
// Populate the pipeline configs with empty entries, these will be compiled afterwards.
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
@ -1275,7 +1278,45 @@ void ShaderCache::QueueUberShaderPipelines()
{
return;
}
QueueDummyPipeline(vuid, guid, cleared_puid);
BlendingState blend = RenderState::GetNoBlendingBlendState();
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
{
// Not all GPUs need all the pipeline state compiled into shaders, so they tend to key
// compiled shaders based on some subset of the pipeline state.
// Some test results:
// (GPUs tested: AMD Radeon Pro 5600M, Nvidia GT 750M, Intel UHD 630,
// Intel Iris Pro 5200, Apple M1)
// MacOS Metal:
// - AMD, Nvidia, Intel GPUs: Shaders are keyed on vertex layout and whether or not
// dual source blend is enabled. That's it.
// - Apple GPUs: Shaders are keyed on vertex layout and all blending settings. We use
// framebuffer fetch here, so the only blending settings used by ubershaders are the
// alphaupdate and colorupdate ones. Also keyed on primitive type, but Metal supports
// setting it to "unknown" and we do for ubershaders (but MoltenVK won't).
// Windows Vulkan:
// - AMD, Nvidia: Definitely keyed on dual source blend, but the others seem more random
// Changing a setting on one shader will require a recompile, but changing the same
// setting on another won't. Compiling a copy with alphaupdate off, colorupdate off,
// and one with DSB on seems to get pretty good coverage though.
// Windows D3D12:
// - AMD: Keyed on dual source blend and vertex layout
// - Nvidia Kepler: No recompiles for changes to vertex layout or blend
blend.alphaupdate = false;
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
blend.alphaupdate = true;
blend.colorupdate = false;
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
blend.colorupdate = true;
if (!cleared_puid.GetUidData()->no_dual_src && !cleared_puid.GetUidData()->uint_output)
{
blend.blendenable = true;
blend.usedualsrc = true;
blend.srcfactor = SrcBlendFactor::SrcAlpha;
blend.dstfactor = DstBlendFactor::InvSrcAlpha;
QueueDummyPipeline(vuid, guid, cleared_puid, blend);
}
}
});
});
});

View File

@ -151,7 +151,7 @@ private:
GetGXPipelineConfig(const NativeVertexFormat* vertex_format, const AbstractShader* vertex_shader,
const AbstractShader* geometry_shader, const AbstractShader* pixel_shader,
const RasterizationState& rasterization_state, const DepthState& depth_state,
const BlendingState& blending_state);
const BlendingState& blending_state, AbstractPipelineUsage usage);
std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXPipelineUid& uid);
std::optional<AbstractPipelineConfig> GetGXPipelineConfig(const GXUberPipelineUid& uid);
const AbstractPipeline* InsertGXPipeline(const GXPipelineUid& config,

View File

@ -43,6 +43,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
bits.manual_texture_sampling_custom_texture_sizes =
g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
return bits;
}

View File

@ -177,6 +177,7 @@ union ShaderHostConfig
BitField<24, 1, bool, u32> manual_texture_sampling;
BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes;
BitField<26, 1, bool, u32> backend_sampler_lod_bias;
BitField<27, 1, bool, u32> backend_dynamic_vertex_loader;
static ShaderHostConfig GetCurrent();
};
@ -302,6 +303,15 @@ static const char s_shader_uniforms[] = "\tuint components;\n"
"\tuint4 xfmem_pack1[8];\n"
"\tfloat4 " I_CACHED_TANGENT ";\n"
"\tfloat4 " I_CACHED_BINORMAL ";\n"
"\tuint vertex_stride;\n"
"\tuint vertex_offset_rawnormal;\n"
"\tuint vertex_offset_rawtangent;\n"
"\tuint vertex_offset_rawbinormal;\n"
"\tuint vertex_offset_rawpos;\n"
"\tuint vertex_offset_posmtx;\n"
"\tuint vertex_offset_rawcolor0;\n"
"\tuint vertex_offset_rawcolor1;\n"
"\tuint4 vertex_offset_rawtex[2];\n" // std140 is pain
"\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"

View File

@ -22,7 +22,11 @@ VertexShaderUid GetVertexShaderUid()
return out;
}
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out);
static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& host_config,
u32 num_texgen, ShaderCode& out);
static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_config, u32 indent,
std::string_view name, std::string_view shader_type,
std::string_view stored_type, std::string_view offset_name = {});
ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
const vertex_ubershader_uid_data* uid_data)
@ -50,15 +54,99 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
WriteBitfieldExtractHeader(out, api_type, host_config);
WriteLightingFunction(out);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, i);
if (host_config.backend_dynamic_vertex_loader)
{
out.Write(R"(
SSBO_BINDING(1) readonly restrict buffer Vertices {{
uint vertex_buffer[];
}};
)");
if (api_type == APIType::D3D)
{
// Write a function to get an offset into vertex_buffer corresponding to this vertex.
// This must be done differently for D3D compared to OpenGL/Vulkan/Metal, as on OpenGL, etc.,
// gl_VertexID starts counting at the base vertex specified in glDrawElementsBaseVertex,
// while on D3D, SV_VertexID (which spirv-cross translates gl_VertexID into) starts counting
// at 0 regardless of the BaseVertexLocation value passed to DrawIndexed. In both cases,
// offset 0 of vertex_buffer corresponds to index 0 with basevertex set to 0, so we have to
// manually apply the basevertex offset for D3D
// D3D12 uses a root constant for this uniform, since it changes with every draw.
// D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something
// out for it if we want to support it in the future.
out.Write("UBO_BINDING(std140, 3) uniform DX_Constants {{\n"
" uint base_vertex;\n"
"}};\n\n"
"uint GetVertexBaseOffset() {{\n"
" return (gl_VertexID + base_vertex) * vertex_stride;\n"
"}}\n");
}
else
{
out.Write("uint GetVertexBaseOffset() {{\n"
" return gl_VertexID * vertex_stride;\n"
"}}\n");
}
out.Write(R"(
uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{
uint value = vertex_buffer[vtx_offset + attr_offset];
return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);
}}
float4 load_input_float4_ubyte4(uint vtx_offset, uint attr_offset) {{
return float4(load_input_uint4_ubyte4(vtx_offset, attr_offset)) / 255.0f;
}}
float3 load_input_float3_float3(uint vtx_offset, uint attr_offset) {{
uint offset = vtx_offset + attr_offset;
return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
uintBitsToFloat(vertex_buffer[offset + 1]),
uintBitsToFloat(vertex_buffer[offset + 2]));
}}
float4 load_input_float4_rawpos(uint vtx_offset, uint attr_offset) {{
uint components = attr_offset >> 16;
uint offset = vtx_offset + (attr_offset & 0xffff);
if (components < 3)
return float4(uintBitsToFloat(vertex_buffer[offset + 0]),
uintBitsToFloat(vertex_buffer[offset + 1]),
0.0f, 1.0f);
else
return float4(uintBitsToFloat(vertex_buffer[offset + 0]),
uintBitsToFloat(vertex_buffer[offset + 1]),
uintBitsToFloat(vertex_buffer[offset + 2]),
1.0f);
}}
float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
uint components = attr_offset >> 16;
uint offset = vtx_offset + (attr_offset & 0xffff);
if (components < 2)
return float3(uintBitsToFloat(vertex_buffer[offset + 0]), 0.0f, 0.0f);
else if (components < 3)
return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
uintBitsToFloat(vertex_buffer[offset + 1]),
0.0f);
else
return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
uintBitsToFloat(vertex_buffer[offset + 1]),
uintBitsToFloat(vertex_buffer[offset + 2]));
}}
)");
}
else
{
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, i);
}
if (host_config.backend_geometry_shaders)
{
@ -99,7 +187,12 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
out.Write("VS_OUTPUT o;\n"
"\n");
if (host_config.backend_dynamic_vertex_loader)
{
out.Write("uint vertex_base_offset = GetVertexBaseOffset();\n");
}
// rawpos is always needed
LoadVertexAttribute(out, host_config, 0, "rawpos", "float4", "rawpos");
// Transforms
out.Write("// Position matrix\n"
"float4 P0;\n"
@ -113,6 +206,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
"\n"
"if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
VB_HAS_POSMTXIDX);
LoadVertexAttribute(out, host_config, 2, "posmtx", "uint4", "ubyte4");
out.Write(" // Vertex format has a per-vertex matrix\n"
" int posidx = int(posmtx.r);\n"
" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
@ -144,27 +238,40 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
"// by lighting calculations and needs to be unit length), the same transform matrix\n"
"// can do double duty, scaling for emboss mapping, and not scaling for lighting.\n"
"float3 _normal = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n",
"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
"{{\n",
VB_HAS_NORMAL);
LoadVertexAttribute(out, host_config, 2, "rawnormal", "float3", "float3");
out.Write(" _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
"rawnormal)));\n"
"}}\n"
"\n"
"float3 _tangent = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n",
"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
"{{\n",
VB_HAS_TANGENT);
LoadVertexAttribute(out, host_config, 2, "rawtangent", "float3", "float3");
out.Write(" _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, rawtangent));\n"
"}}\n"
"else\n"
"{{\n"
" _tangent = float3(dot(N0, " I_CACHED_TANGENT ".xyz), dot(N1, " I_CACHED_TANGENT
".xyz), dot(N2, " I_CACHED_TANGENT ".xyz));\n"
"}}\n"
"\n"
"float3 _binormal = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n",
"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
"{{\n",
VB_HAS_BINORMAL);
LoadVertexAttribute(out, host_config, 2, "rawbinormal", "float3", "float3");
out.Write(" _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
"rawbinormal));\n"
"}}\n"
"else\n"
"{{\n"
" _binormal = float3(dot(N0, " I_CACHED_BINORMAL ".xyz), dot(N1, " I_CACHED_BINORMAL
".xyz), dot(N2, " I_CACHED_BINORMAL ".xyz));\n"
"}}\n"
"\n");
// Hardware Lighting
@ -178,34 +285,40 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
"bool use_color_1 = ((components & {0}u) == {0}u); // VB_HAS_COL0 | VB_HAS_COL1\n",
VB_HAS_COL0 | VB_HAS_COL1);
out.Write("for (uint color = 0u; color < {}u; color++) {{\n", NUM_XF_COLOR_CHANNELS);
out.Write(" if ((color == 0u || use_color_1) && (components & ({}u << color)) != 0u) {{\n",
VB_HAS_COL0);
out.Write(" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
"present.\n"
" if (color == 0u)\n"
" vertex_color_0 = rawcolor0;\n"
" else\n"
" vertex_color_1 = rawcolor1;\n"
" }} else if (color == 0u && (components & {}u) != 0u) {{\n",
VB_HAS_COL1);
out.Write(" // Use color1 for channel 0 if color0 is not present.\n"
" vertex_color_0 = rawcolor1;\n"
" }} else {{\n"
" if (color == 0u)\n"
" vertex_color_0 = missing_color_value;\n"
" else\n"
" vertex_color_1 = missing_color_value;\n"
" }}\n"
out.Write("if ((components & {0}u) == {0}u) // VB_HAS_COL0 | VB_HAS_COL1\n"
"{{\n",
VB_HAS_COL0 | VB_HAS_COL1);
LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
out.Write(" vertex_color_0 = rawcolor0;\n"
" vertex_color_1 = rawcolor1;\n"
"}}\n"
"\n");
"else if ((components & {}u) != 0u) // VB_HAS_COL0\n"
"{{\n",
VB_HAS_COL0);
LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
out.Write(" vertex_color_0 = rawcolor0;\n"
" vertex_color_1 = rawcolor0;\n"
"}}\n"
"else if ((components & {}u) != 0u) // VB_HAS_COL1\n"
"{{\n",
VB_HAS_COL1);
LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
out.Write(" vertex_color_0 = rawcolor1;\n"
" vertex_color_1 = rawcolor1;\n"
"}}\n"
"else\n"
"{{\n"
" vertex_color_0 = missing_color_value;\n"
" vertex_color_1 = missing_color_value;\n"
"}}\n");
WriteVertexLighting(out, api_type, "pos.xyz", "_normal", "vertex_color_0", "vertex_color_1",
"o.colors_0", "o.colors_1");
// Texture Coordinates
if (num_texgen > 0)
GenVertexShaderTexGens(api_type, num_texgen, out);
GenVertexShaderTexGens(api_type, host_config, num_texgen, out);
if (per_pixel_lighting)
{
@ -352,7 +465,8 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
return out;
}
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out)
static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& host_config,
u32 num_texgen, ShaderCode& out)
{
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
// to dynamically index them.
@ -377,27 +491,40 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
out.Write(" coord.xyz = rawpos.xyz;\n");
out.Write(" break;\n\n");
out.Write(" case {:s}:\n", SourceRow::Normal);
out.Write(" coord.xyz = ((components & {}u /* VB_HAS_NORMAL */) != 0u) ? rawnormal.xyz : "
"coord.xyz;",
out.Write(" if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
" {{\n",
VB_HAS_NORMAL);
out.Write(" break;\n\n");
LoadVertexAttribute(out, host_config, 6, "rawnormal", "float3", "float3");
out.Write(" coord.xyz = rawnormal.xyz;\n"
" }}\n"
" break;\n\n");
out.Write(" case {:s}:\n", SourceRow::BinormalT);
out.Write(" coord.xyz = ((components & {}u /* VB_HAS_TANGENT */) != 0u) ? rawtangent.xyz : "
"coord.xyz;",
out.Write(" if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
" {{\n",
VB_HAS_TANGENT);
out.Write(" break;\n\n");
LoadVertexAttribute(out, host_config, 6, "rawtangent", "float3", "float3");
out.Write(" coord.xyz = rawtangent.xyz;\n"
" }}\n"
" break;\n\n");
out.Write(" case {:s}:\n", SourceRow::BinormalB);
out.Write(" coord.xyz = ((components & {}u /* VB_HAS_BINORMAL */) != 0u) ? rawbinormal.xyz : "
"coord.xyz;",
out.Write(" if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
" {{\n",
VB_HAS_BINORMAL);
out.Write(" break;\n\n");
LoadVertexAttribute(out, host_config, 6, "rawbinormal", "float3", "float3");
out.Write(" coord.xyz = rawbinormal.xyz;\n"
" }}\n"
" break;\n\n");
for (u32 i = 0; i < 8; i++)
{
out.Write(" case {:s}:\n", static_cast<SourceRow>(static_cast<u32>(SourceRow::Tex0) + i));
out.Write(
" coord = ((components & {}u /* VB_HAS_UV{} */) != 0u) ? float4(rawtex{}.x, rawtex{}.y, "
"1.0, 1.0) : coord;\n",
VB_HAS_UV0 << i, i, i, i);
out.Write(" if ((components & {}u) != 0u) // VB_HAS_UV{}\n"
" {{\n",
VB_HAS_UV0 << i, i);
LoadVertexAttribute(out, host_config, 6, fmt::format("rawtex{}", i), "float3", "rawtex",
fmt::format("rawtex[{}][{}]", i / 4, i % 4));
out.Write(" coord = float4(rawtex{}.x, rawtex{}.y, 1.0f, 1.0f);\n"
" }}\n",
i, i);
out.Write(" break;\n\n");
}
out.Write(" }}\n"
@ -447,14 +574,24 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
" {{\n");
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
VB_HAS_TEXMTXIDX0);
out.Write(" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
" int tmp = 0;\n"
" switch (texgen) {{\n");
for (u32 i = 0; i < num_texgen; i++)
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
out.Write(" }}\n"
"\n");
if (host_config.backend_dynamic_vertex_loader)
{
out.Write(" int tmp = int(load_input_float3_rawtex(vertex_base_offset, "
"vertex_offset_rawtex[texgen / 4][texgen % 4]).z);\n"
"\n");
}
else
{
out.Write(
" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
" int tmp = 0;\n"
" switch (texgen) {{\n");
for (u32 i = 0; i < num_texgen; i++)
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
out.Write(" }}\n"
"\n");
}
out.Write(" if ({} == {:s}) {{\n", BitfieldExtract<&TexMtxInfo::projection>("texMtxInfo"),
TexSize::STQ);
out.Write(" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
@ -514,6 +651,19 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
"}}\n");
}
static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_config, u32 indent,
std::string_view name, std::string_view shader_type,
std::string_view stored_type, std::string_view offset_name)
{
if (host_config.backend_dynamic_vertex_loader)
{
code.Write("{:{}}{} {} = load_input_{}_{}(vertex_base_offset, vertex_offset_{});\n", "", indent,
shader_type, name, shader_type, stored_type,
offset_name.empty() ? name : offset_name);
}
// else inputs are always available
}
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
{
VertexShaderUid uid;

View File

@ -353,7 +353,8 @@ int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int coun
}
s_current_vtx_fmt = loader->m_native_vertex_format;
g_current_components = loader->m_native_components;
VertexShaderManager::SetVertexFormat(loader->m_native_components);
VertexShaderManager::SetVertexFormat(loader->m_native_components,
loader->m_native_vertex_format->GetVertexDeclaration());
// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
// They still need to go through vertex loading, because we need to calculate a zfreeze refrence

View File

@ -606,13 +606,42 @@ void VertexShaderManager::SetMaterialColorChanged(int index)
nMaterialsChanged[index] = true;
}
void VertexShaderManager::SetVertexFormat(u32 components)
static void UpdateValue(bool* dirty, u32* old_value, u32 new_value)
{
if (components != constants.components)
{
constants.components = components;
dirty = true;
}
if (*old_value == new_value)
return;
*old_value = new_value;
*dirty = true;
}
static void UpdateOffset(bool* dirty, bool include_components, u32* old_value,
const AttributeFormat& attribute)
{
if (!attribute.enable)
return;
u32 new_value = attribute.offset / 4; // GPU uses uint offsets
if (include_components)
new_value |= attribute.components << 16;
UpdateValue(dirty, old_value, new_value);
}
template <size_t N>
static void UpdateOffsets(bool* dirty, bool include_components, std::array<u32, N>* old_value,
const std::array<AttributeFormat, N>& attribute)
{
for (size_t i = 0; i < N; i++)
UpdateOffset(dirty, include_components, &(*old_value)[i], attribute[i]);
}
void VertexShaderManager::SetVertexFormat(u32 components, const PortableVertexDeclaration& format)
{
UpdateValue(&dirty, &constants.components, components);
UpdateValue(&dirty, &constants.vertex_stride, format.stride / 4);
UpdateOffset(&dirty, true, &constants.vertex_offset_position, format.position);
UpdateOffset(&dirty, false, &constants.vertex_offset_posmtx, format.posmtx);
UpdateOffsets(&dirty, true, &constants.vertex_offset_texcoords, format.texcoords);
UpdateOffsets(&dirty, false, &constants.vertex_offset_colors, format.colors);
UpdateOffsets(&dirty, false, &constants.vertex_offset_normals, format.normals);
}
void VertexShaderManager::SetTexMatrixInfoChanged(int index)

View File

@ -10,6 +10,7 @@
#include "VideoCommon/ConstantManager.h"
class PointerWrap;
struct PortableVertexDeclaration;
// The non-API dependent parts.
class VertexShaderManager
@ -29,7 +30,7 @@ public:
static void SetProjectionChanged();
static void SetMaterialColorChanged(int index);
static void SetVertexFormat(u32 components);
static void SetVertexFormat(u32 components, const PortableVertexDeclaration& format);
static void SetTexMatrixInfoChanged(int index);
static void SetLightingConfigChanged();

View File

@ -232,6 +232,7 @@ struct VideoConfig final
bool bSupportsLodBiasInSampler = false;
bool bSupportsSettingObjectNames = false;
bool bSupportsPartialMultisampleResolve = false;
bool bSupportsDynamicVertexLoader = false;
} backend_info;
// Utility