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Author | SHA1 | Date | |
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fa74f272c2 | ||
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7271e7050d | ||
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d9587ffa28 |
@ -1,4 +1,3 @@
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using Ryujinx.Common.Utilities;
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using System;
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namespace Ryujinx.Common.GraphicsDriver
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@ -11,7 +10,7 @@ namespace Ryujinx.Common.GraphicsDriver
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string flags = existingFlags == null ? newFlags : $"{existingFlags},{newFlags}";
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OsUtils.SetEnvironmentVariableNoCaching(envVar, flags);
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Environment.SetEnvironmentVariable(envVar, flags);
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}
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public static void InitDriverConfig(bool oglThreading)
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@ -23,11 +22,10 @@ namespace Ryujinx.Common.GraphicsDriver
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ToggleOGLThreading(oglThreading);
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}
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public static void ToggleOGLThreading(bool enabled)
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{
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OsUtils.SetEnvironmentVariableNoCaching("mesa_glthread", enabled.ToString().ToLower());
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OsUtils.SetEnvironmentVariableNoCaching("__GL_THREADED_OPTIMIZATIONS", enabled ? "1" : "0");
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Environment.SetEnvironmentVariable("mesa_glthread", enabled.ToString().ToLower());
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Environment.SetEnvironmentVariable("__GL_THREADED_OPTIMIZATIONS", enabled ? "1" : "0");
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try
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{
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|
@ -1,24 +0,0 @@
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Common.Utilities
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{
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public partial class OsUtils
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{
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[LibraryImport("libc", SetLastError = true)]
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private static partial int setenv([MarshalAs(UnmanagedType.LPStr)] string name, [MarshalAs(UnmanagedType.LPStr)] string value, int overwrite);
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public static void SetEnvironmentVariableNoCaching(string key, string value)
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{
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// Set the value in the cached environment variables, too.
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Environment.SetEnvironmentVariable(key, value);
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if (!OperatingSystem.IsWindows())
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{
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int res = setenv(key, value, 1);
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Debug.Assert(res != -1);
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}
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}
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}
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}
|
@ -32,12 +32,10 @@ namespace Ryujinx.Graphics.Vulkan
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CommandBuffer
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}
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private bool _feedbackLoopActive;
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private PipelineStageFlags _incoherentBufferWriteStages;
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private PipelineStageFlags _incoherentTextureWriteStages;
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private PipelineStageFlags _extraStages;
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private IncoherentBarrierType _queuedIncoherentBarrier;
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private bool _queuedFeedbackLoopBarrier;
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public BarrierBatch(VulkanRenderer gd)
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{
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@ -55,6 +53,17 @@ namespace Ryujinx.Graphics.Vulkan
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stages |= PipelineStageFlags.TransformFeedbackBitExt;
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}
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if (!gd.IsTBDR)
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{
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// Desktop GPUs can transform image barriers into memory barriers.
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access |= AccessFlags.DepthStencilAttachmentWriteBit | AccessFlags.ColorAttachmentWriteBit;
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access |= AccessFlags.DepthStencilAttachmentReadBit | AccessFlags.ColorAttachmentReadBit;
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stages |= PipelineStageFlags.EarlyFragmentTestsBit | PipelineStageFlags.LateFragmentTestsBit;
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stages |= PipelineStageFlags.ColorAttachmentOutputBit;
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}
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return (access, stages);
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}
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@ -169,34 +178,16 @@ namespace Ryujinx.Graphics.Vulkan
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}
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_queuedIncoherentBarrier = IncoherentBarrierType.None;
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_queuedFeedbackLoopBarrier = false;
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}
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else if (_feedbackLoopActive && _queuedFeedbackLoopBarrier)
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{
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// Feedback loop barrier.
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MemoryBarrier barrier = new()
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = AccessFlags.ShaderWriteBit,
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DstAccessMask = AccessFlags.ShaderReadBit
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};
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QueueBarrier(barrier, PipelineStageFlags.FragmentShaderBit, PipelineStageFlags.AllGraphicsBit);
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_queuedFeedbackLoopBarrier = false;
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}
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_feedbackLoopActive = false;
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}
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}
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public unsafe void Flush(CommandBufferScoped cbs, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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{
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Flush(cbs, null, false, inRenderPass, rpHolder, endRenderPass);
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Flush(cbs, null, inRenderPass, rpHolder, endRenderPass);
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}
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public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool feedbackLoopActive, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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{
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if (program != null)
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{
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@ -204,8 +195,6 @@ namespace Ryujinx.Graphics.Vulkan
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_incoherentTextureWriteStages |= program.IncoherentTextureWriteStages;
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}
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_feedbackLoopActive |= feedbackLoopActive;
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FlushMemoryBarrier(program, inRenderPass);
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if (!inRenderPass && rpHolder != null)
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@ -417,8 +406,6 @@ namespace Ryujinx.Graphics.Vulkan
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{
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_queuedIncoherentBarrier = type;
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}
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_queuedFeedbackLoopBarrier = true;
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}
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public void QueueTextureBarrier()
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|
@ -3,7 +3,6 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Buffer = Silk.NET.Vulkan.Buffer;
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@ -43,15 +42,15 @@ namespace Ryujinx.Graphics.Vulkan
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private record struct TextureRef
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{
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public ShaderStage Stage;
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public TextureView View;
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public Auto<DisposableImageView> ImageView;
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public TextureStorage Storage;
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public Auto<DisposableImageView> View;
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public Auto<DisposableSampler> Sampler;
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public TextureRef(ShaderStage stage, TextureView view, Auto<DisposableImageView> imageView, Auto<DisposableSampler> sampler)
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public TextureRef(ShaderStage stage, TextureStorage storage, Auto<DisposableImageView> view, Auto<DisposableSampler> sampler)
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{
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Stage = stage;
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Storage = storage;
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View = view;
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ImageView = imageView;
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Sampler = sampler;
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}
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}
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@ -59,14 +58,14 @@ namespace Ryujinx.Graphics.Vulkan
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private record struct ImageRef
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{
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public ShaderStage Stage;
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public TextureView View;
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public Auto<DisposableImageView> ImageView;
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public TextureStorage Storage;
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public Auto<DisposableImageView> View;
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public ImageRef(ShaderStage stage, TextureView view, Auto<DisposableImageView> imageView)
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public ImageRef(ShaderStage stage, TextureStorage storage, Auto<DisposableImageView> view)
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{
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Stage = stage;
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Storage = storage;
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View = view;
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ImageView = imageView;
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}
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}
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@ -124,8 +123,6 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly TextureView _dummyTexture;
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private readonly SamplerHolder _dummySampler;
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public List<TextureView> FeedbackLoopHazards { get; private set; }
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public DescriptorSetUpdater(VulkanRenderer gd, Device device)
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{
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_gd = gd;
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@ -210,15 +207,10 @@ namespace Ryujinx.Graphics.Vulkan
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_templateUpdater = new();
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}
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public void Initialize(bool isMainPipeline)
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public void Initialize()
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{
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MemoryOwner<byte> dummyTextureData = MemoryOwner<byte>.RentCleared(4);
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_dummyTexture.SetData(dummyTextureData);
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if (isMainPipeline)
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{
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FeedbackLoopHazards = [];
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}
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}
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private static bool BindingOverlaps(ref DescriptorBufferInfo info, int bindingOffset, int offset, int size)
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@ -281,18 +273,6 @@ namespace Ryujinx.Graphics.Vulkan
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public void InsertBindingBarriers(CommandBufferScoped cbs)
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{
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if ((FeedbackLoopHazards?.Count ?? 0) > 0)
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{
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// Clear existing hazards - they will be rebuilt.
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foreach (TextureView hazard in FeedbackLoopHazards)
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{
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hazard.DecrementHazardUses();
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}
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FeedbackLoopHazards.Clear();
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}
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foreach (ResourceBindingSegment segment in _program.BindingSegments[PipelineBase.TextureSetIndex])
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{
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if (segment.Type == ResourceType.TextureAndSampler)
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@ -302,7 +282,7 @@ namespace Ryujinx.Graphics.Vulkan
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for (int i = 0; i < segment.Count; i++)
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{
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ref TextureRef texture = ref _textureRefs[segment.Binding + i];
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texture.View?.PrepareForUsage(cbs, texture.Stage.ConvertToPipelineStageFlags(), FeedbackLoopHazards);
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texture.Storage?.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, texture.Stage.ConvertToPipelineStageFlags());
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}
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}
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else
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@ -323,7 +303,7 @@ namespace Ryujinx.Graphics.Vulkan
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for (int i = 0; i < segment.Count; i++)
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{
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ref ImageRef image = ref _imageRefs[segment.Binding + i];
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image.View?.PrepareForUsage(cbs, image.Stage.ConvertToPipelineStageFlags(), FeedbackLoopHazards);
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image.Storage?.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, image.Stage.ConvertToPipelineStageFlags());
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}
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}
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else
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@ -397,12 +377,8 @@ namespace Ryujinx.Graphics.Vulkan
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}
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else if (image is TextureView view)
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{
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ref ImageRef iRef = ref _imageRefs[binding];
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iRef.View?.ClearUsage(FeedbackLoopHazards);
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view?.PrepareForUsage(cbs, stage.ConvertToPipelineStageFlags(), FeedbackLoopHazards);
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iRef = new(stage, view, view.GetIdentityImageView());
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view.Storage.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, stage.ConvertToPipelineStageFlags());
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_imageRefs[binding] = new(stage, view.Storage, view.GetIdentityImageView());
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}
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else
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{
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@ -500,12 +476,9 @@ namespace Ryujinx.Graphics.Vulkan
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}
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else if (texture is TextureView view)
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{
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ref TextureRef iRef = ref _textureRefs[binding];
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view.Storage.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, stage.ConvertToPipelineStageFlags());
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iRef.View?.ClearUsage(FeedbackLoopHazards);
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view?.PrepareForUsage(cbs, stage.ConvertToPipelineStageFlags(), FeedbackLoopHazards);
|
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|
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iRef = new(stage, view, view.GetImageView(), ((SamplerHolder)sampler)?.GetSampler());
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_textureRefs[binding] = new(stage, view.Storage, view.GetImageView(), ((SamplerHolder)sampler)?.GetSampler());
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}
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else
|
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{
|
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@ -527,7 +500,7 @@ namespace Ryujinx.Graphics.Vulkan
|
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{
|
||||
view.Storage.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, stage.ConvertToPipelineStageFlags());
|
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|
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_textureRefs[binding] = new(stage, view, view.GetIdentityImageView(), ((SamplerHolder)sampler)?.GetSampler());
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_textureRefs[binding] = new(stage, view.Storage, view.GetIdentityImageView(), ((SamplerHolder)sampler)?.GetSampler());
|
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|
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SignalDirty(DirtyFlags.Texture);
|
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}
|
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@ -853,7 +826,7 @@ namespace Ryujinx.Graphics.Vulkan
|
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ref DescriptorImageInfo texture = ref textures[i];
|
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ref TextureRef refs = ref _textureRefs[binding + i];
|
||||
|
||||
texture.ImageView = refs.ImageView?.Get(cbs).Value ?? default;
|
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texture.ImageView = refs.View?.Get(cbs).Value ?? default;
|
||||
texture.Sampler = refs.Sampler?.Get(cbs).Value ?? default;
|
||||
|
||||
if (texture.ImageView.Handle == 0)
|
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@ -903,7 +876,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
for (int i = 0; i < count; i++)
|
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{
|
||||
images[i].ImageView = _imageRefs[binding + i].ImageView?.Get(cbs).Value ?? default;
|
||||
images[i].ImageView = _imageRefs[binding + i].View?.Get(cbs).Value ?? default;
|
||||
}
|
||||
|
||||
tu.Push<DescriptorImageInfo>(images[..count]);
|
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@ -974,7 +947,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
ref DescriptorImageInfo texture = ref textures[i];
|
||||
ref TextureRef refs = ref _textureRefs[binding + i];
|
||||
|
||||
texture.ImageView = refs.ImageView?.Get(cbs).Value ?? default;
|
||||
texture.ImageView = refs.View?.Get(cbs).Value ?? default;
|
||||
texture.Sampler = refs.Sampler?.Get(cbs).Value ?? default;
|
||||
|
||||
if (texture.ImageView.Handle == 0)
|
||||
|
@ -1,12 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Vulkan
|
||||
{
|
||||
[Flags]
|
||||
internal enum FeedbackLoopAspects
|
||||
{
|
||||
None = 0,
|
||||
Color = 1 << 0,
|
||||
Depth = 1 << 1,
|
||||
}
|
||||
}
|
@ -303,27 +303,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
_depthStencil?.Storage?.AddStoreOpUsage(true);
|
||||
}
|
||||
|
||||
public void ClearBindings()
|
||||
{
|
||||
_depthStencil?.Storage.ClearBindings();
|
||||
|
||||
for (int i = 0; i < _colorsCanonical.Length; i++)
|
||||
{
|
||||
_colorsCanonical[i]?.Storage.ClearBindings();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddBindings()
|
||||
{
|
||||
_depthStencil?.Storage.AddBinding(_depthStencil);
|
||||
|
||||
for (int i = 0; i < _colorsCanonical.Length; i++)
|
||||
{
|
||||
TextureView color = _colorsCanonical[i];
|
||||
color?.Storage.AddBinding(color);
|
||||
}
|
||||
}
|
||||
|
||||
public (RenderPassHolder rpHolder, Auto<DisposableFramebuffer> framebuffer) GetPassAndFramebuffer(
|
||||
VulkanRenderer gd,
|
||||
Device device,
|
||||
|
@ -46,8 +46,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
public readonly bool SupportsViewportArray2;
|
||||
public readonly bool SupportsHostImportedMemory;
|
||||
public readonly bool SupportsDepthClipControl;
|
||||
public readonly bool SupportsAttachmentFeedbackLoop;
|
||||
public readonly bool SupportsDynamicAttachmentFeedbackLoop;
|
||||
public readonly uint SubgroupSize;
|
||||
public readonly SampleCountFlags SupportedSampleCounts;
|
||||
public readonly PortabilitySubsetFlags PortabilitySubset;
|
||||
@ -86,8 +84,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
bool supportsViewportArray2,
|
||||
bool supportsHostImportedMemory,
|
||||
bool supportsDepthClipControl,
|
||||
bool supportsAttachmentFeedbackLoop,
|
||||
bool supportsDynamicAttachmentFeedbackLoop,
|
||||
uint subgroupSize,
|
||||
SampleCountFlags supportedSampleCounts,
|
||||
PortabilitySubsetFlags portabilitySubset,
|
||||
@ -125,8 +121,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
SupportsViewportArray2 = supportsViewportArray2;
|
||||
SupportsHostImportedMemory = supportsHostImportedMemory;
|
||||
SupportsDepthClipControl = supportsDepthClipControl;
|
||||
SupportsAttachmentFeedbackLoop = supportsAttachmentFeedbackLoop;
|
||||
SupportsDynamicAttachmentFeedbackLoop = supportsDynamicAttachmentFeedbackLoop;
|
||||
SubgroupSize = subgroupSize;
|
||||
SupportedSampleCounts = supportedSampleCounts;
|
||||
PortabilitySubset = portabilitySubset;
|
||||
|
@ -3,7 +3,6 @@ using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using Silk.NET.Vulkan;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
@ -36,7 +35,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
public readonly Action EndRenderPassDelegate;
|
||||
|
||||
protected PipelineDynamicState DynamicState;
|
||||
protected bool IsMainPipeline;
|
||||
private PipelineState _newState;
|
||||
private bool _graphicsStateDirty;
|
||||
private bool _computeStateDirty;
|
||||
@ -89,9 +87,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
private bool _tfEnabled;
|
||||
private bool _tfActive;
|
||||
|
||||
private FeedbackLoopAspects _feedbackLoop;
|
||||
private bool _passWritesDepthStencil;
|
||||
|
||||
private readonly PipelineColorBlendAttachmentState[] _storedBlend;
|
||||
public ulong DrawCount { get; private set; }
|
||||
public bool RenderPassActive { get; private set; }
|
||||
@ -133,7 +128,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_descriptorSetUpdater.Initialize(IsMainPipeline);
|
||||
_descriptorSetUpdater.Initialize();
|
||||
|
||||
QuadsToTrisPattern = new IndexBufferPattern(Gd, 4, 6, 0, [0, 1, 2, 0, 2, 3], 4, false);
|
||||
TriFanToTrisPattern = new IndexBufferPattern(Gd, 3, 3, 2, [int.MinValue, -1, 0], 1, true);
|
||||
@ -821,8 +816,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
_newState.DepthTestEnable = depthTest.TestEnable;
|
||||
_newState.DepthWriteEnable = depthTest.WriteEnable;
|
||||
_newState.DepthCompareOp = depthTest.Func.Convert();
|
||||
|
||||
UpdatePassDepthStencil();
|
||||
SignalStateChange();
|
||||
}
|
||||
|
||||
@ -1088,8 +1081,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
_newState.StencilFrontPassOp = stencilTest.FrontDpPass.Convert();
|
||||
_newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
|
||||
_newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
|
||||
|
||||
UpdatePassDepthStencil();
|
||||
SignalStateChange();
|
||||
}
|
||||
|
||||
@ -1437,23 +1428,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMainPipeline)
|
||||
{
|
||||
FramebufferParams?.ClearBindings();
|
||||
}
|
||||
|
||||
FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
|
||||
|
||||
if (IsMainPipeline)
|
||||
{
|
||||
FramebufferParams.AddBindings();
|
||||
|
||||
_newState.FeedbackLoopAspects = FeedbackLoopAspects.None;
|
||||
_bindingBarriersDirty = true;
|
||||
}
|
||||
|
||||
_passWritesDepthStencil = false;
|
||||
UpdatePassDepthStencil();
|
||||
UpdatePipelineAttachmentFormats();
|
||||
}
|
||||
|
||||
@ -1520,82 +1495,11 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
}
|
||||
}
|
||||
|
||||
Gd.Barriers.Flush(Cbs, _program, _feedbackLoop != 0, RenderPassActive, _rpHolder, EndRenderPassDelegate);
|
||||
Gd.Barriers.Flush(Cbs, _program, RenderPassActive, _rpHolder, EndRenderPassDelegate);
|
||||
|
||||
_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Compute);
|
||||
}
|
||||
|
||||
private bool ChangeFeedbackLoop(FeedbackLoopAspects aspects)
|
||||
{
|
||||
if (_feedbackLoop != aspects)
|
||||
{
|
||||
if (Gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
|
||||
{
|
||||
DynamicState.SetFeedbackLoop(aspects);
|
||||
}
|
||||
else
|
||||
{
|
||||
_newState.FeedbackLoopAspects = aspects;
|
||||
}
|
||||
|
||||
_feedbackLoop = aspects;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private bool UpdateFeedbackLoop()
|
||||
{
|
||||
List<TextureView> hazards = _descriptorSetUpdater.FeedbackLoopHazards;
|
||||
|
||||
if ((hazards?.Count ?? 0) > 0)
|
||||
{
|
||||
FeedbackLoopAspects aspects = 0;
|
||||
|
||||
foreach (TextureView view in hazards)
|
||||
{
|
||||
// May need to enforce feedback loop layout here in the future.
|
||||
// Though technically, it should always work with the general layout.
|
||||
|
||||
if (view.Info.Format.IsDepthOrStencil())
|
||||
{
|
||||
if (_passWritesDepthStencil)
|
||||
{
|
||||
// If depth/stencil isn't written in the pass, it doesn't count as a feedback loop.
|
||||
|
||||
aspects |= FeedbackLoopAspects.Depth;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
aspects |= FeedbackLoopAspects.Color;
|
||||
}
|
||||
}
|
||||
|
||||
return ChangeFeedbackLoop(aspects);
|
||||
}
|
||||
else if (_feedbackLoop != 0)
|
||||
{
|
||||
return ChangeFeedbackLoop(FeedbackLoopAspects.None);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void UpdatePassDepthStencil()
|
||||
{
|
||||
if (!RenderPassActive)
|
||||
{
|
||||
_passWritesDepthStencil = false;
|
||||
}
|
||||
|
||||
// Stencil test being enabled doesn't necessarily mean a write, but it's not critical to check.
|
||||
_passWritesDepthStencil |= (_newState.DepthTestEnable && _newState.DepthWriteEnable) || _newState.StencilTestEnable;
|
||||
}
|
||||
|
||||
private bool RecreateGraphicsPipelineIfNeeded()
|
||||
{
|
||||
if (AutoFlush.ShouldFlushDraw(DrawCount))
|
||||
@ -1603,7 +1507,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
Gd.FlushAllCommands();
|
||||
}
|
||||
|
||||
DynamicState.ReplayIfDirty(Gd, CommandBuffer);
|
||||
DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
|
||||
|
||||
if (_needsIndexBufferRebind && _indexBufferPattern == null)
|
||||
{
|
||||
@ -1637,15 +1541,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
_vertexBufferUpdater.Commit(Cbs);
|
||||
}
|
||||
|
||||
if (_bindingBarriersDirty)
|
||||
{
|
||||
// Stale barriers may have been activated by switching program. Emit any that are relevant.
|
||||
_descriptorSetUpdater.InsertBindingBarriers(Cbs);
|
||||
|
||||
_bindingBarriersDirty = false;
|
||||
}
|
||||
|
||||
if (UpdateFeedbackLoop() || _graphicsStateDirty || Pbp != PipelineBindPoint.Graphics)
|
||||
if (_graphicsStateDirty || Pbp != PipelineBindPoint.Graphics)
|
||||
{
|
||||
if (!CreatePipeline(PipelineBindPoint.Graphics))
|
||||
{
|
||||
@ -1654,9 +1550,17 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
_graphicsStateDirty = false;
|
||||
Pbp = PipelineBindPoint.Graphics;
|
||||
|
||||
if (_bindingBarriersDirty)
|
||||
{
|
||||
// Stale barriers may have been activated by switching program. Emit any that are relevant.
|
||||
_descriptorSetUpdater.InsertBindingBarriers(Cbs);
|
||||
|
||||
_bindingBarriersDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
Gd.Barriers.Flush(Cbs, _program, _feedbackLoop != 0, RenderPassActive, _rpHolder, EndRenderPassDelegate);
|
||||
Gd.Barriers.Flush(Cbs, _program, RenderPassActive, _rpHolder, EndRenderPassDelegate);
|
||||
|
||||
_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, PipelineBindPoint.Graphics);
|
||||
|
||||
|
@ -1,6 +1,5 @@
|
||||
using Ryujinx.Common.Memory;
|
||||
using Silk.NET.Vulkan;
|
||||
using Silk.NET.Vulkan.Extensions.EXT;
|
||||
|
||||
namespace Ryujinx.Graphics.Vulkan
|
||||
{
|
||||
@ -22,8 +21,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
private Array4<float> _blendConstants;
|
||||
|
||||
private FeedbackLoopAspects _feedbackLoopAspects;
|
||||
|
||||
public uint ViewportsCount;
|
||||
public Array16<Viewport> Viewports;
|
||||
|
||||
@ -35,8 +32,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
Scissor = 1 << 2,
|
||||
Stencil = 1 << 3,
|
||||
Viewport = 1 << 4,
|
||||
FeedbackLoop = 1 << 5,
|
||||
All = Blend | DepthBias | Scissor | Stencil | Viewport | FeedbackLoop,
|
||||
All = Blend | DepthBias | Scissor | Stencil | Viewport,
|
||||
}
|
||||
|
||||
private DirtyFlags _dirty;
|
||||
@ -103,22 +99,13 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFeedbackLoop(FeedbackLoopAspects aspects)
|
||||
{
|
||||
_feedbackLoopAspects = aspects;
|
||||
|
||||
_dirty |= DirtyFlags.FeedbackLoop;
|
||||
}
|
||||
|
||||
public void ForceAllDirty()
|
||||
{
|
||||
_dirty = DirtyFlags.All;
|
||||
}
|
||||
|
||||
public void ReplayIfDirty(VulkanRenderer gd, CommandBuffer commandBuffer)
|
||||
public void ReplayIfDirty(Vk api, CommandBuffer commandBuffer)
|
||||
{
|
||||
Vk api = gd.Api;
|
||||
|
||||
if (_dirty.HasFlag(DirtyFlags.Blend))
|
||||
{
|
||||
RecordBlend(api, commandBuffer);
|
||||
@ -144,11 +131,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
RecordViewport(api, commandBuffer);
|
||||
}
|
||||
|
||||
if (_dirty.HasFlag(DirtyFlags.FeedbackLoop) && gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop)
|
||||
{
|
||||
RecordFeedbackLoop(gd.DynamicFeedbackLoopApi, commandBuffer);
|
||||
}
|
||||
|
||||
_dirty = DirtyFlags.None;
|
||||
}
|
||||
|
||||
@ -187,17 +169,5 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
api.CmdSetViewport(commandBuffer, 0, ViewportsCount, Viewports.AsSpan());
|
||||
}
|
||||
}
|
||||
|
||||
private readonly void RecordFeedbackLoop(ExtAttachmentFeedbackLoopDynamicState api, CommandBuffer commandBuffer)
|
||||
{
|
||||
ImageAspectFlags aspects = (_feedbackLoopAspects & FeedbackLoopAspects.Color) != 0 ? ImageAspectFlags.ColorBit : 0;
|
||||
|
||||
if ((_feedbackLoopAspects & FeedbackLoopAspects.Depth) != 0)
|
||||
{
|
||||
aspects |= ImageAspectFlags.DepthBit | ImageAspectFlags.StencilBit;
|
||||
}
|
||||
|
||||
api.CmdSetAttachmentFeedbackLoopEnable(commandBuffer, aspects);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -28,8 +28,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
_activeBufferMirrors = [];
|
||||
|
||||
CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer;
|
||||
|
||||
IsMainPipeline = true;
|
||||
}
|
||||
|
||||
private void CopyPendingQuery()
|
||||
@ -237,7 +235,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
if (Pipeline != null && Pbp == PipelineBindPoint.Graphics)
|
||||
{
|
||||
DynamicState.ReplayIfDirty(Gd, CommandBuffer);
|
||||
DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -8,7 +8,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
struct PipelineState : IDisposable
|
||||
{
|
||||
private const int RequiredSubgroupSize = 32;
|
||||
private const int MaxDynamicStatesCount = 9;
|
||||
|
||||
public PipelineUid Internal;
|
||||
|
||||
@ -300,12 +299,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFFFFFFFFBF) | ((value ? 1UL : 0UL) << 6);
|
||||
}
|
||||
|
||||
public FeedbackLoopAspects FeedbackLoopAspects
|
||||
{
|
||||
readonly get => (FeedbackLoopAspects)((Internal.Id8 >> 7) & 0x3);
|
||||
set => Internal.Id8 = (Internal.Id8 & 0xFFFFFFFFFFFFFE7F) | (((ulong)value) << 7);
|
||||
}
|
||||
|
||||
public bool HasTessellationControlShader;
|
||||
public NativeArray<PipelineShaderStageCreateInfo> Stages;
|
||||
public PipelineLayout PipelineLayout;
|
||||
@ -571,11 +564,9 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
}
|
||||
|
||||
bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
|
||||
bool supportsFeedbackLoopDynamicState = gd.Capabilities.SupportsDynamicAttachmentFeedbackLoop;
|
||||
int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
|
||||
|
||||
DynamicState* dynamicStates = stackalloc DynamicState[MaxDynamicStatesCount];
|
||||
|
||||
int dynamicStatesCount = 7;
|
||||
DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
|
||||
|
||||
dynamicStates[0] = DynamicState.Viewport;
|
||||
dynamicStates[1] = DynamicState.Scissor;
|
||||
@ -587,12 +578,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
if (supportsExtDynamicState)
|
||||
{
|
||||
dynamicStates[dynamicStatesCount++] = DynamicState.VertexInputBindingStrideExt;
|
||||
}
|
||||
|
||||
if (supportsFeedbackLoopDynamicState)
|
||||
{
|
||||
dynamicStates[dynamicStatesCount++] = DynamicState.AttachmentFeedbackLoopEnableExt;
|
||||
dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
|
||||
}
|
||||
|
||||
PipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo = new()
|
||||
@ -602,27 +588,9 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
PDynamicStates = dynamicStates,
|
||||
};
|
||||
|
||||
PipelineCreateFlags flags = 0;
|
||||
|
||||
if (gd.Capabilities.SupportsAttachmentFeedbackLoop)
|
||||
{
|
||||
FeedbackLoopAspects aspects = FeedbackLoopAspects;
|
||||
|
||||
if ((aspects & FeedbackLoopAspects.Color) != 0)
|
||||
{
|
||||
flags |= PipelineCreateFlags.CreateColorAttachmentFeedbackLoopBitExt;
|
||||
}
|
||||
|
||||
if ((aspects & FeedbackLoopAspects.Depth) != 0)
|
||||
{
|
||||
flags |= PipelineCreateFlags.CreateDepthStencilAttachmentFeedbackLoopBitExt;
|
||||
}
|
||||
}
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = new()
|
||||
{
|
||||
SType = StructureType.GraphicsPipelineCreateInfo,
|
||||
Flags = flags,
|
||||
StageCount = StagesCount,
|
||||
PStages = Stages.Pointer,
|
||||
PVertexInputState = &vertexInputState,
|
||||
|
@ -4,7 +4,6 @@ using Silk.NET.Vulkan;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Format = Ryujinx.Graphics.GAL.Format;
|
||||
using VkBuffer = Silk.NET.Vulkan.Buffer;
|
||||
using VkFormat = Silk.NET.Vulkan.Format;
|
||||
@ -13,11 +12,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
{
|
||||
class TextureStorage : IDisposable
|
||||
{
|
||||
private struct TextureSliceInfo
|
||||
{
|
||||
public int BindCount;
|
||||
}
|
||||
|
||||
private const MemoryPropertyFlags DefaultImageMemoryFlags =
|
||||
MemoryPropertyFlags.DeviceLocalBit;
|
||||
|
||||
@ -49,7 +43,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
private readonly Image _image;
|
||||
private readonly Auto<DisposableImage> _imageAuto;
|
||||
private readonly Auto<MemoryAllocation> _allocationAuto;
|
||||
private readonly int _depthOrLayers;
|
||||
private Auto<MemoryAllocation> _foreignAllocationAuto;
|
||||
|
||||
private Dictionary<Format, TextureStorage> _aliasedStorages;
|
||||
@ -62,9 +55,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
private int _viewsCount;
|
||||
private readonly ulong _size;
|
||||
|
||||
private int _bindCount;
|
||||
private readonly TextureSliceInfo[] _slices;
|
||||
|
||||
public VkFormat VkFormat { get; }
|
||||
|
||||
public unsafe TextureStorage(
|
||||
@ -85,7 +75,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
uint depth = (uint)(info.Target == Target.Texture3D ? info.Depth : 1);
|
||||
|
||||
VkFormat = format;
|
||||
_depthOrLayers = info.GetDepthOrLayers();
|
||||
|
||||
ImageType type = info.Target.Convert();
|
||||
|
||||
@ -161,8 +150,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
|
||||
InitialTransition(ImageLayout.Preinitialized, ImageLayout.General);
|
||||
}
|
||||
|
||||
_slices = new TextureSliceInfo[levels * _depthOrLayers];
|
||||
}
|
||||
|
||||
public TextureStorage CreateAliasedColorForDepthStorageUnsafe(Format format)
|
||||
@ -325,12 +312,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
usage |= ImageUsageFlags.StorageBit;
|
||||
}
|
||||
|
||||
if (capabilities.SupportsAttachmentFeedbackLoop &&
|
||||
(usage & (ImageUsageFlags.DepthStencilAttachmentBit | ImageUsageFlags.ColorAttachmentBit)) != 0)
|
||||
{
|
||||
usage |= ImageUsageFlags.AttachmentFeedbackLoopBitExt;
|
||||
}
|
||||
|
||||
return usage;
|
||||
}
|
||||
|
||||
@ -531,55 +512,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
}
|
||||
}
|
||||
|
||||
public void AddBinding(TextureView view)
|
||||
{
|
||||
// Assumes a view only has a first level.
|
||||
|
||||
int index = view.FirstLevel * _depthOrLayers + view.FirstLayer;
|
||||
int layers = view.Layers;
|
||||
|
||||
for (int i = 0; i < layers; i++)
|
||||
{
|
||||
ref TextureSliceInfo info = ref _slices[index++];
|
||||
|
||||
info.BindCount++;
|
||||
}
|
||||
|
||||
_bindCount++;
|
||||
}
|
||||
|
||||
public void ClearBindings()
|
||||
{
|
||||
if (_bindCount != 0)
|
||||
{
|
||||
Array.Clear(_slices, 0, _slices.Length);
|
||||
|
||||
_bindCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool IsBound(TextureView view)
|
||||
{
|
||||
if (_bindCount != 0)
|
||||
{
|
||||
int index = view.FirstLevel * _depthOrLayers + view.FirstLayer;
|
||||
int layers = view.Layers;
|
||||
|
||||
for (int i = 0; i < layers; i++)
|
||||
{
|
||||
ref TextureSliceInfo info = ref _slices[index++];
|
||||
|
||||
if (info.BindCount != 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void IncrementViewsCount()
|
||||
{
|
||||
_viewsCount++;
|
||||
|
@ -23,8 +23,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
private readonly Auto<DisposableImageView> _imageView2dArray;
|
||||
private Dictionary<Format, TextureView> _selfManagedViews;
|
||||
|
||||
private int _hazardUses;
|
||||
|
||||
private readonly TextureCreateInfo _info;
|
||||
|
||||
private HashTableSlim<RenderPassCacheKey, RenderPassHolder> _renderPasses;
|
||||
@ -1039,34 +1037,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void PrepareForUsage(CommandBufferScoped cbs, PipelineStageFlags flags, List<TextureView> feedbackLoopHazards)
|
||||
{
|
||||
Storage.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, flags);
|
||||
|
||||
if (feedbackLoopHazards != null && Storage.IsBound(this))
|
||||
{
|
||||
feedbackLoopHazards.Add(this);
|
||||
_hazardUses++;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearUsage(List<TextureView> feedbackLoopHazards)
|
||||
{
|
||||
if (_hazardUses != 0 && feedbackLoopHazards != null)
|
||||
{
|
||||
feedbackLoopHazards.Remove(this);
|
||||
_hazardUses--;
|
||||
}
|
||||
}
|
||||
|
||||
public void DecrementHazardUses()
|
||||
{
|
||||
if (_hazardUses != 0)
|
||||
{
|
||||
_hazardUses--;
|
||||
}
|
||||
}
|
||||
|
||||
public (RenderPassHolder rpHolder, Auto<DisposableFramebuffer> framebuffer) GetPassAndFramebuffer(
|
||||
VulkanRenderer gd,
|
||||
Device device,
|
||||
|
@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
private const string AppName = "Ryujinx.Graphics.Vulkan";
|
||||
private const int QueuesCount = 2;
|
||||
|
||||
private static readonly string[] _desirableExtensions =
|
||||
private static readonly string[] _desirableExtensions =
|
||||
[
|
||||
ExtConditionalRendering.ExtensionName,
|
||||
ExtExtendedDynamicState.ExtensionName,
|
||||
@ -46,8 +46,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
"VK_EXT_4444_formats",
|
||||
"VK_KHR_8bit_storage",
|
||||
"VK_KHR_maintenance2",
|
||||
"VK_EXT_attachment_feedback_loop_layout",
|
||||
"VK_EXT_attachment_feedback_loop_dynamic_state"
|
||||
];
|
||||
|
||||
private static readonly string[] _requiredExtensions =
|
||||
@ -362,28 +360,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
features2.PNext = &supportedFeaturesDepthClipControl;
|
||||
}
|
||||
|
||||
PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesEXT supportedFeaturesAttachmentFeedbackLoopLayout = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesExt,
|
||||
PNext = features2.PNext,
|
||||
};
|
||||
|
||||
if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_layout"))
|
||||
{
|
||||
features2.PNext = &supportedFeaturesAttachmentFeedbackLoopLayout;
|
||||
}
|
||||
|
||||
PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesEXT supportedFeaturesDynamicAttachmentFeedbackLoopLayout = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesExt,
|
||||
PNext = features2.PNext,
|
||||
};
|
||||
|
||||
if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_dynamic_state"))
|
||||
{
|
||||
features2.PNext = &supportedFeaturesDynamicAttachmentFeedbackLoopLayout;
|
||||
}
|
||||
|
||||
PhysicalDeviceVulkan12Features supportedPhysicalDeviceVulkan12Features = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceVulkan12Features,
|
||||
@ -558,36 +534,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
pExtendedFeatures = &featuresDepthClipControl;
|
||||
}
|
||||
|
||||
PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesEXT featuresAttachmentFeedbackLoopLayout;
|
||||
|
||||
if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_layout") &&
|
||||
supportedFeaturesAttachmentFeedbackLoopLayout.AttachmentFeedbackLoopLayout)
|
||||
{
|
||||
featuresAttachmentFeedbackLoopLayout = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesExt,
|
||||
PNext = pExtendedFeatures,
|
||||
AttachmentFeedbackLoopLayout = true,
|
||||
};
|
||||
|
||||
pExtendedFeatures = &featuresAttachmentFeedbackLoopLayout;
|
||||
}
|
||||
|
||||
PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesEXT featuresDynamicAttachmentFeedbackLoopLayout;
|
||||
|
||||
if (physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_dynamic_state") &&
|
||||
supportedFeaturesDynamicAttachmentFeedbackLoopLayout.AttachmentFeedbackLoopDynamicState)
|
||||
{
|
||||
featuresDynamicAttachmentFeedbackLoopLayout = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesExt,
|
||||
PNext = pExtendedFeatures,
|
||||
AttachmentFeedbackLoopDynamicState = true,
|
||||
};
|
||||
|
||||
pExtendedFeatures = &featuresDynamicAttachmentFeedbackLoopLayout;
|
||||
}
|
||||
|
||||
string[] enabledExtensions = _requiredExtensions.Union(_desirableExtensions.Intersect(physicalDevice.DeviceExtensions)).ToArray();
|
||||
|
||||
nint* ppEnabledExtensions = stackalloc nint[enabledExtensions.Length];
|
||||
|
@ -44,7 +44,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
internal KhrPushDescriptor PushDescriptorApi { get; private set; }
|
||||
internal ExtTransformFeedback TransformFeedbackApi { get; private set; }
|
||||
internal KhrDrawIndirectCount DrawIndirectCountApi { get; private set; }
|
||||
internal ExtAttachmentFeedbackLoopDynamicState DynamicFeedbackLoopApi { get; private set; }
|
||||
|
||||
internal uint QueueFamilyIndex { get; private set; }
|
||||
internal Queue Queue { get; private set; }
|
||||
@ -158,11 +157,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
DrawIndirectCountApi = drawIndirectCountApi;
|
||||
}
|
||||
|
||||
if (Api.TryGetDeviceExtension(_instance.Instance, _device, out ExtAttachmentFeedbackLoopDynamicState dynamicFeedbackLoopApi))
|
||||
{
|
||||
DynamicFeedbackLoopApi = dynamicFeedbackLoopApi;
|
||||
}
|
||||
|
||||
if (maxQueueCount >= 2)
|
||||
{
|
||||
Api.GetDeviceQueue(_device, queueFamilyIndex, 1, out Queue backgroundQueue);
|
||||
@ -257,16 +251,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
SType = StructureType.PhysicalDeviceDepthClipControlFeaturesExt,
|
||||
};
|
||||
|
||||
PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesEXT featuresAttachmentFeedbackLoop = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopLayoutFeaturesExt,
|
||||
};
|
||||
|
||||
PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesEXT featuresDynamicAttachmentFeedbackLoop = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDeviceAttachmentFeedbackLoopDynamicStateFeaturesExt,
|
||||
};
|
||||
|
||||
PhysicalDevicePortabilitySubsetFeaturesKHR featuresPortabilitySubset = new()
|
||||
{
|
||||
SType = StructureType.PhysicalDevicePortabilitySubsetFeaturesKhr,
|
||||
@ -303,22 +287,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
features2.PNext = &featuresDepthClipControl;
|
||||
}
|
||||
|
||||
bool supportsAttachmentFeedbackLoop = _physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_layout");
|
||||
|
||||
if (supportsAttachmentFeedbackLoop)
|
||||
{
|
||||
featuresAttachmentFeedbackLoop.PNext = features2.PNext;
|
||||
features2.PNext = &featuresAttachmentFeedbackLoop;
|
||||
}
|
||||
|
||||
bool supportsDynamicAttachmentFeedbackLoop = _physicalDevice.IsDeviceExtensionPresent("VK_EXT_attachment_feedback_loop_dynamic_state");
|
||||
|
||||
if (supportsDynamicAttachmentFeedbackLoop)
|
||||
{
|
||||
featuresDynamicAttachmentFeedbackLoop.PNext = features2.PNext;
|
||||
features2.PNext = &featuresDynamicAttachmentFeedbackLoop;
|
||||
}
|
||||
|
||||
bool usePortability = _physicalDevice.IsDeviceExtensionPresent("VK_KHR_portability_subset");
|
||||
|
||||
if (usePortability)
|
||||
@ -441,8 +409,6 @@ namespace Ryujinx.Graphics.Vulkan
|
||||
_physicalDevice.IsDeviceExtensionPresent("VK_NV_viewport_array2"),
|
||||
_physicalDevice.IsDeviceExtensionPresent(ExtExternalMemoryHost.ExtensionName),
|
||||
supportsDepthClipControl && featuresDepthClipControl.DepthClipControl,
|
||||
supportsAttachmentFeedbackLoop && featuresAttachmentFeedbackLoop.AttachmentFeedbackLoopLayout,
|
||||
supportsDynamicAttachmentFeedbackLoop && featuresDynamicAttachmentFeedbackLoop.AttachmentFeedbackLoopDynamicState,
|
||||
propertiesSubgroup.SubgroupSize,
|
||||
supportedSampleCounts,
|
||||
portabilityFlags,
|
||||
|
@ -2767,7 +2767,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Створити користувацьку конфігурацію",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -2792,7 +2792,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Редагувати користувацьку конфігурацію",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -2842,7 +2842,7 @@
|
||||
"sv_SE": "Skapar en oberoende konfiguration för det aktuella spelet",
|
||||
"th_TH": "สร้างการกำหนดค่าที่เป็นอิสระสำหรับเกมปัจจุบัน",
|
||||
"tr_TR": "Mevcut oyun için bağımsız bir yapılandırma oluşturur",
|
||||
"uk_UA": "Створює незалежну конфігурацію для поточної гри",
|
||||
"uk_UA": "Створюйте незалежну конфігурацію для поточної гри",
|
||||
"zh_CN": "为当前游戏创建独立的配置",
|
||||
"zh_TW": "為當前遊戲創建獨立的配置"
|
||||
}
|
||||
@ -2867,7 +2867,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Відредагувати наявну індивідуальну конфігурацію для цієї гри.",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -3442,7 +3442,7 @@
|
||||
"sv_SE": "Användargränssnitt",
|
||||
"th_TH": "หน้าจอผู้ใช้",
|
||||
"tr_TR": "Kullancı Arayüzü",
|
||||
"uk_UA": "Інтерфейс користувача",
|
||||
"uk_UA": "Інтерфейс",
|
||||
"zh_CN": "用户界面",
|
||||
"zh_TW": "使用者介面"
|
||||
}
|
||||
@ -3817,7 +3817,7 @@
|
||||
"sv_SE": "Inaktivera inmatning när fokus tappas",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Вимкнути введення, якщо вікно неактивне",
|
||||
"zh_CN": "在后台时禁用输入",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -3842,7 +3842,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Показати оригінальний UI (Потрібен перезапуск)",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -3867,7 +3867,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Показати старий інтерфейс Avalonia Ryujinx, який був у Ryujinx 1.1.1403. Ця опція активна за замовчуванням на всіх інших, окрім Windows платформах.\nПовернеться класична панель заголовка, а всі суттєві зміни інтерфейсу будуть скасовані, зокрема горизонтальне розміщення навігації в налаштуваннях.",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -4867,7 +4867,7 @@
|
||||
"sv_SE": "Matcha systemtid",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Синхронізувати з системним годинником",
|
||||
"zh_CN": "与系统时间同步",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -8467,7 +8467,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "LED-підсвітка",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -8492,7 +8492,7 @@
|
||||
"sv_SE": "Inaktivera",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Вимкнути",
|
||||
"zh_CN": "关闭",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -8517,7 +8517,7 @@
|
||||
"sv_SE": "Regnbåge",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Веселка",
|
||||
"zh_CN": "彩虹",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -8542,7 +8542,7 @@
|
||||
"sv_SE": "Regnbågshastighet",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Швидкість зміни кольорів",
|
||||
"zh_CN": "彩虹滚动速度",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -9167,7 +9167,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "Esc",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Esc",
|
||||
"zh_CN": "Esc",
|
||||
"zh_TW": "Esc 鍵"
|
||||
}
|
||||
@ -10867,7 +10867,7 @@
|
||||
"sv_SE": "Diverse",
|
||||
"th_TH": "",
|
||||
"tr_TR": "Diğer",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Інше",
|
||||
"zh_CN": "截图键",
|
||||
"zh_TW": "其他按鍵"
|
||||
}
|
||||
@ -17692,7 +17692,7 @@
|
||||
"sv_SE": "Ändra ljudvolym",
|
||||
"th_TH": "ปรับระดับเสียง",
|
||||
"tr_TR": "Ses seviyesini değiştirir",
|
||||
"uk_UA": "Змінити гучність звуку",
|
||||
"uk_UA": "Регулювання гучності",
|
||||
"zh_CN": "调节音量",
|
||||
"zh_TW": "調節音量"
|
||||
}
|
||||
@ -19592,7 +19592,7 @@
|
||||
"sv_SE": "Alla tangentbord",
|
||||
"th_TH": "คีย์บอร์ดทั้งหมด",
|
||||
"tr_TR": "Tüm Klavyeler",
|
||||
"uk_UA": "Всі клавіатури",
|
||||
"uk_UA": "Усі клавіатури",
|
||||
"zh_CN": "所有键盘",
|
||||
"zh_TW": "所有鍵盤"
|
||||
}
|
||||
@ -19742,7 +19742,7 @@
|
||||
"sv_SE": "Snabbtangenter för tangentbord",
|
||||
"th_TH": "ปุ่มลัดของคีย์บอร์ด",
|
||||
"tr_TR": "Klavye Kısayolları",
|
||||
"uk_UA": "Гарячі клавіші клавіатури",
|
||||
"uk_UA": "Гарячі клавіші",
|
||||
"zh_CN": "快捷键",
|
||||
"zh_TW": "鍵盤快速鍵"
|
||||
}
|
||||
@ -22467,7 +22467,7 @@
|
||||
"sv_SE": "Tillämpar anti-aliasing på spelrenderaren.\n\nFXAA kommer att sudda det mesta av bilden, medan SMAA kommer att försöka hitta taggiga kanter och släta ut dem.\n\nRekommenderas inte att använda tillsammans med skalfiltret FSR.\n\nDet här alternativet kan ändras medan ett spel körs genom att klicka på \"Tillämpa\" nedan. Du kan helt enkelt flytta inställningsfönstret åt sidan och experimentera tills du hittar ditt föredragna utseende för ett spel.\n\nLämna som INGEN om du är osäker.",
|
||||
"th_TH": "ใช้การลดรอยหยักกับการเรนเดอร์เกม\n\nFXAA จะเบลอภาพส่วนใหญ่ ในขณะที่ SMAA จะพยายามค้นหารอยหยักและปรับให้เรียบ\n\nไม่แนะนำให้ใช้ร่วมกับตัวกรองสเกล FSR\n\nตัวเลือกนี้สามารถเปลี่ยนแปลงได้ในขณะที่เกมกำลังทำงานอยู่โดยคลิก \"นำไปใช้\" ด้านล่าง คุณสามารถย้ายหน้าต่างการตั้งค่าไปด้านข้างและทดลองจนกว่าคุณจะพบรูปลักษณ์ที่คุณต้องการสำหรับเกม\n\nปล่อยไว้ที่ NONE หากไม่แน่ใจ",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "Застосовує згладження до рендера гри.\n\nFXAA розмиє більшість зображення, а SMAA спробує знайти нерівні краї та згладити їх.\n\nНе рекомендується використовувати разом з фільтром масштабування FSR.\n\nЦю опцію можна міняти коли гра запущена кліком на \"Застосувати; ви можете відсунути вікно налаштувань і поекспериментувати з видом гри.\n\nЗалиште на \"Немає\", якщо не впевнені.",
|
||||
"uk_UA": "Застосовує згладження до рендера гри.\n\nFXAA розмиє більшість зображення, а SMAA спробує знайти нерівні краї та згладити їх.\n\nНе рекомендується використовувати разом з фільтром масштабування FSR.\n\nЦю опцію можна міняти коли гра запущена кліком на \"Застосувати; ви можете відсунути вікно налаштувань і поекспериментувати з видом гри.\n\nЗалиште \"Немає\", якщо не впевнені.",
|
||||
"zh_CN": "抗锯齿是一种图形处理技术,用于减少图像边缘的锯齿状现象,使图像更加平滑。\n\nFXAA(快速近似抗锯齿)是一种性能开销相对较小的抗锯齿方法,但可能会使得整体图像看起来有些模糊。\n\nSMAA(增强型子像素抗锯齿)则更加精细,它会尝试找到锯齿边缘并平滑它们,相比 FXAA 有更好的图像质量,但性能开销可能会稍大一些。\n\n如果开启了 FSR(FidelityFX Super Resolution,超级分辨率锐画技术)来提高性能或图像质量,不建议再启用抗锯齿,因为它们会产生不必要的图形处理开销,或者相互之间效果不协调。\n\n在游戏运行时,通过点击下面的“应用”按钮可以使设置生效;你可以将设置窗口移开,并试验找到您喜欢的游戏画面效果。\n\n如果不确定,请保持为“无”。",
|
||||
"zh_TW": "對遊戲繪製進行反鋸齒處理。\n\nFXAA 會模糊大部分圖像,而 SMAA 則會嘗試找出鋸齒邊緣並將其平滑化。\n\n不建議與 FSR 縮放濾鏡一起使用。\n\n此選項可在遊戲執行時透過點選下方的「套用」進行變更;您只需將設定視窗移到一旁,然後進行試驗,直到找到您喜歡的遊戲效果。\n\n如果不確定,請選擇無狀態。"
|
||||
}
|
||||
@ -22542,7 +22542,7 @@
|
||||
"sv_SE": "Välj det skalfilter som ska tillämpas vid användning av upplösningsskala.\n\nBilinjär fungerar bra för 3D-spel och är ett säkert standardalternativ.\n\nNärmast rekommenderas för pixel art-spel.\n\nFSR 1.0 är bara ett skarpningsfilter, rekommenderas inte för FXAA eller SMAA.\n\nOmrådesskalning rekommenderas vid nedskalning av upplösning som är större än utdatafönstret. Det kan användas för att uppnå en supersamplad anti-alias-effekt vid nedskalning med mer än 2x.\n\nDetta alternativ kan ändras medan ett spel körs genom att klicka på \"Tillämpa\" nedan. du kan helt enkelt flytta inställningsfönstret åt sidan och experimentera tills du hittar ditt föredragna utseende för ett spel.\n\nLämna som BILINJÄR om du är osäker.",
|
||||
"th_TH": "เลือกตัวกรองสเกลที่จะใช้เมื่อใช้สเกลความละเอียด\n\nBilinear ทำงานได้ดีกับเกม 3D และเป็นตัวเลือกเริ่มต้นที่ปลอดภัย\n\nแนะนำให้ใช้เกมภาพพิกเซลที่ใกล้เคียงที่สุด\n\nFSR 1.0 เป็นเพียงตัวกรองความคมชัด ไม่แนะนำให้ใช้กับ FXAA หรือ SMAA\n\nตัวเลือกนี้สามารถเปลี่ยนแปลงได้ในขณะที่เกมกำลังทำงานอยู่โดยคลิก \"นำไปใช้\" ด้านล่าง คุณสามารถย้ายหน้าต่างการตั้งค่าไปด้านข้างและทดลองจนกว่าคุณจะพบรูปลักษณ์ที่คุณต้องการสำหรับเกม",
|
||||
"tr_TR": "Choose the scaling filter that will be applied when using resolution scale.\n\nBilinear works well for 3D games and is a safe default option.\n\nNearest is recommended for pixel art games.\n\nFSR 1.0 is merely a sharpening filter, not recommended for use with FXAA or SMAA.\n\nThis option can be changed while a game is running by clicking \"Apply\" below; you can simply move the settings window aside and experiment until you find your preferred look for a game.\n\nLeave on BILINEAR if unsure.",
|
||||
"uk_UA": "Виберіть фільтр масштабування, що використається при збільшенні роздільної здатності.\n\n\"Білінійний\" добре виглядає в 3D іграх, і хороше налаштування за умовчуванням.\n\n\"Найближчий\" рекомендується для ігор з піксель-артом.\n\n\"FSR 1.0\" - фільтр різкості. Не варто використовувати разом з FXAA або SMAA.\n\nЦю опцію можна змінювати під час гри кліком на \"Застосувати\" нижче; ви можете відсунути вікно налаштувань і поекспериментувати з тим, як відображатиметься гра.\n\nЗалиште на \"Білінійний\", якщо не впевнені.",
|
||||
"uk_UA": "Виберіть фільтр масштабування, що використається при збільшенні роздільної здатності.\n\n\"Білінійний\" добре виглядає в 3D іграх, і хороше налаштування за умовчуванням.\n\n\"Найближчий\" рекомендується для ігор з піксель-артом.\n\n\"FSR 1.0\" - фільтр різкості. Не варто використовувати разом з FXAA або SMAA.\n\nЦю опцію можна змінювати під час гри кліком на \"Застосувати\" нижче; ви можете відсунути вікно налаштувань і поекспериментувати з тим, як відображатиметься гра.\n\nЗалиште \"Білінійний\", якщо не впевнені.",
|
||||
"zh_CN": "选择在分辨率缩放时将使用的缩放过滤器。\n\nBilinear(双线性过滤)对于3D游戏效果较好,是一个安全的默认选项。\n\nNearest(最近邻过滤)推荐用于像素艺术游戏。\n\nFSR(超级分辨率锐画)只是一个锐化过滤器,不推荐与 FXAA 或 SMAA 抗锯齿一起使用。\n\nArea(局部过滤),当渲染分辨率大于窗口实际分辨率,推荐该选项。该选项在渲染比例大于2.0的情况下,可以实现超采样的效果。\n\n在游戏运行时,通过点击下面的“应用”按钮可以使设置生效;你可以将设置窗口移开,并试验找到您喜欢的游戏画面效果。\n\n如果不确定,请保持为“Bilinear(双线性过滤)”。",
|
||||
"zh_TW": "選擇使用解析度縮放時套用的縮放過濾器。\n\n雙線性 (Bilinear) 濾鏡適用於 3D 遊戲,是一個安全的預設選項。\n\n建議像素美術遊戲使用近鄰性 (Nearest) 濾鏡。\n\nFSR 1.0 只是一個銳化濾鏡,不建議與 FXAA 或 SMAA 一起使用。\n\n此選項可在遊戲執行時透過點選下方的「套用」進行變更;您只需將設定視窗移到一旁,然後進行試驗,直到找到您喜歡的遊戲效果。\n\n如果不確定,請保持雙線性 (Bilinear) 狀態。"
|
||||
}
|
||||
@ -23867,7 +23867,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Список сумісності — {0} ігор",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -23942,7 +23942,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Шукати серед {0} перевірених ігор...",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -24017,7 +24017,7 @@
|
||||
"sv_SE": "Spelbart",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "Оптимально",
|
||||
"uk_UA": "Справна",
|
||||
"zh_CN": "可游玩",
|
||||
"zh_TW": "可暢順遊玩"
|
||||
}
|
||||
@ -24267,7 +24267,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "Власна конфігурація",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
@ -24292,7 +24292,7 @@
|
||||
"sv_SE": "",
|
||||
"th_TH": "",
|
||||
"tr_TR": "",
|
||||
"uk_UA": "",
|
||||
"uk_UA": "(Глобальні)",
|
||||
"zh_CN": "",
|
||||
"zh_TW": ""
|
||||
}
|
||||
|
@ -142,8 +142,8 @@ namespace Ryujinx.Ava
|
||||
// Logging system information.
|
||||
PrintSystemInfo();
|
||||
|
||||
// Enable OGL multithreading on the driver, and some other flags.
|
||||
DriverUtilities.InitDriverConfig(ConfigurationState.Instance.Graphics.BackendThreading == BackendThreading.Off);
|
||||
// Enable OGL multithreading on the driver, when available.
|
||||
DriverUtilities.ToggleOGLThreading(ConfigurationState.Instance.Graphics.BackendThreading == BackendThreading.Off);
|
||||
|
||||
// Check if keys exists.
|
||||
if (!File.Exists(Path.Combine(AppDataManager.KeysDirPath, "prod.keys")))
|
||||
|
Loading…
Reference in New Issue
Block a user