mirror of
https://github.com/skyline-emu/skyline.git
synced 2024-11-22 15:29:16 +01:00
Implement HelperShader-local pipeline cache and use dynamic state
Avoids the heavy overhead of the VK pipeline cache when we really only have a few bits of non-dynamic state
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9115b8cae8
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186549748d
@ -40,10 +40,11 @@ namespace skyline::gpu {
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} {}
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cache::GraphicsPipelineCache::CompiledPipeline SimpleSingleRtShader::GetPipeline(GPU &gpu,
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TextureView *colorAttachment, TextureView *depthStencilAttachment,
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bool depthWrite, bool stencilWrite, u32 stencilValue,
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vk::ColorComponentFlags colorWriteMask,
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const PipelineState &state,
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span<const vk::DescriptorSetLayoutBinding> layoutBindings, span<const vk::PushConstantRange> pushConstantRanges) {
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if (auto it{pipelineCache.find(state)}; it != pipelineCache.end())
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return it->second;
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constexpr static vk::PipelineInputAssemblyStateCreateInfo inputAssemblyState{
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.topology = vk::PrimitiveTopology::eTriangleList,
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.primitiveRestartEnable = false
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@ -75,28 +76,49 @@ namespace skyline::gpu {
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.alphaToOneEnable = false
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};
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vk::PipelineDepthStencilStateCreateInfo depthStencilState{
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.depthTestEnable = depthWrite,
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.depthWriteEnable = depthWrite,
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.depthCompareOp = vk::CompareOp::eAlways,
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.depthBoundsTestEnable = false,
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.stencilTestEnable = stencilWrite,
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constexpr static std::array<vk::DynamicState, 2> dynamicStates{
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vk::DynamicState::eViewport,
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vk::DynamicState::eScissor,
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};
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if (stencilWrite) {
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constexpr static vk::PipelineDynamicStateCreateInfo dynamicState{
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.dynamicStateCount = 2,
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.pDynamicStates = dynamicStates.data()
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};
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// Dynamic state will be used instead of these
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constexpr static std::array<vk::Rect2D, 1> emptyScissor{};
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constexpr static std::array<vk::Viewport, 1> emptyViewport{};
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constexpr static vk::PipelineViewportStateCreateInfo viewportState{
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.viewportCount = 1,
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.pViewports = emptyViewport.data(),
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.scissorCount = 1,
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.pScissors = emptyScissor.data()
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};
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vk::PipelineDepthStencilStateCreateInfo depthStencilState{
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.depthTestEnable = state.depthWrite,
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.depthWriteEnable = state.depthWrite,
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.depthCompareOp = vk::CompareOp::eAlways,
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.depthBoundsTestEnable = false,
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.stencilTestEnable = state.stencilWrite,
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};
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if (state.stencilWrite) {
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depthStencilState.front = depthStencilState.back = {
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.depthFailOp = vk::StencilOp::eReplace,
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.passOp = vk::StencilOp::eReplace,
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.compareOp = vk::CompareOp::eAlways,
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.compareMask = 0xFF,
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.writeMask = 0xFF,
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.reference = stencilValue
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.reference = state.stencilValue
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};
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}
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vk::PipelineColorBlendAttachmentState attachmentState{
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.blendEnable = false,
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.colorWriteMask = colorWriteMask
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.colorWriteMask = static_cast<vk::ColorComponentFlagBits>(state.colorWriteMask)
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};
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vk::PipelineColorBlendStateCreateInfo blendState{
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@ -114,30 +136,8 @@ namespace skyline::gpu {
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vertexState.unlink<vk::PipelineVertexInputDivisorStateCreateInfoEXT>();
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auto attachmentDimensions{colorAttachment ? colorAttachment->texture->dimensions : depthStencilAttachment->texture->dimensions};
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vk::Viewport viewport{
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.height = static_cast<float>(attachmentDimensions.height),
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.width = static_cast<float>(attachmentDimensions.width),
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.x = 0.0f,
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.y = 0.0f,
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.minDepth = 0.0f,
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.maxDepth = 1.0f
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};
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vk::Rect2D scissor{
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.extent = attachmentDimensions
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};
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vk::PipelineViewportStateCreateInfo viewportState{
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.pViewports = &viewport,
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.viewportCount = 1,
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.pScissors = &scissor,
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.scissorCount = 1
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};
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std::array<vk::Format, 1> colorFormats{colorAttachment ? colorAttachment->format->vkFormat : vk::Format::eUndefined};
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return gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
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std::array<vk::Format, 1> colorFormats{state.colorFormat};
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return pipelineCache.emplace(state, gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
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.shaderStages = shaderStages,
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.vertexState = vertexState,
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.inputAssemblyState = inputAssemblyState,
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@ -147,10 +147,10 @@ namespace skyline::gpu {
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.multisampleState = multisampleState,
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.depthStencilState = depthStencilState,
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.colorBlendState = blendState,
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.dynamicState = {},
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.dynamicState = dynamicState,
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.colorFormats = colorFormats,
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.depthStencilFormat = depthStencilAttachment ? depthStencilAttachment->format->vkFormat : vk::Format::eUndefined,
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}, layoutBindings, pushConstantRanges, true);
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.depthStencilFormat = state.depthFormat,
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}, layoutBindings, pushConstantRanges, true)).first->second;
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}
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namespace glsl {
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@ -233,13 +233,16 @@ namespace skyline::gpu {
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blit::FragmentPushConstantLayout fragmentPushConstants;
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DescriptorAllocator::ActiveDescriptorSet descriptorSet;
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cache::GraphicsPipelineCache::CompiledPipeline pipeline;
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vk::Extent2D imageDimensions;
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DrawState(GPU &gpu,
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blit::VertexPushConstantLayout vertexPushConstants, blit::FragmentPushConstantLayout fragmentPushConstants,
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cache::GraphicsPipelineCache::CompiledPipeline pipeline)
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cache::GraphicsPipelineCache::CompiledPipeline pipeline,
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vk::Extent2D imageDimensions)
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: vertexPushConstants{vertexPushConstants}, fragmentPushConstants{fragmentPushConstants},
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descriptorSet{gpu.descriptor.AllocateSet(pipeline.descriptorSetLayout)},
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pipeline{pipeline} {}
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pipeline{pipeline},
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imageDimensions{imageDimensions} {}
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};
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auto drawState{std::make_shared<DrawState>(
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@ -252,11 +255,13 @@ namespace skyline::gpu {
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.dstSrcScaleFactor = {dstSrcScaleFactorX * (srcRect.width / srcImageDimensions.width), dstSrcScaleFactorY * (srcRect.height / srcImageDimensions.height)},
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.srcHeightRecip = 1.0f / srcImageDimensions.height
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},
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GetPipeline(gpu, dstImageView,
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nullptr, false, false, 0,
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vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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{blit::SamplerLayoutBinding}, blit::PushConstantRanges))
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};
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GetPipeline(gpu,
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{dstImageView->format->vkFormat,
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vk::Format::eUndefined, false, false, 0,
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VkColorComponentFlags{vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA}},
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{blit::SamplerLayoutBinding}, blit::PushConstantRanges),
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dstImageDimensions
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)};
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vk::DescriptorImageInfo imageInfo{
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.imageLayout = vk::ImageLayout::eGeneral,
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@ -276,7 +281,23 @@ namespace skyline::gpu {
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recordCb([drawState = std::move(drawState)](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu, vk::RenderPass, u32) {
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cycle->AttachObject(drawState);
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commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, drawState->pipeline.pipeline);
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vk::Viewport viewport{
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.height = static_cast<float>(drawState->imageDimensions.height),
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.width = static_cast<float>(drawState->imageDimensions.width),
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.x = 0.0f,
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.y = 0.0f,
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.minDepth = 0.0f,
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.maxDepth = 1.0f
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};
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vk::Rect2D scissor{
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.extent = drawState->imageDimensions
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};
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commandBuffer.setScissor(0, {scissor});
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commandBuffer.setViewport(0, {viewport});
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commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, *drawState->pipeline.pipeline.get());
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commandBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, drawState->pipeline.pipelineLayout, 0, *drawState->descriptorSet, nullptr);
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commandBuffer.pushConstants(drawState->pipeline.pipelineLayout, vk::ShaderStageFlagBits::eVertex, 0,
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vk::ArrayProxy<const blit::VertexPushConstantLayout>{drawState->vertexPushConstants});
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@ -311,12 +332,15 @@ namespace skyline::gpu {
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struct DrawState {
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clear::FragmentPushConstantLayout fragmentPushConstants;
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cache::GraphicsPipelineCache::CompiledPipeline pipeline;
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vk::Extent2D imageDimensions;
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DrawState(GPU &gpu,
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clear::FragmentPushConstantLayout fragmentPushConstants,
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cache::GraphicsPipelineCache::CompiledPipeline pipeline)
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cache::GraphicsPipelineCache::CompiledPipeline pipeline,
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vk::Extent2D imageDimensions)
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: fragmentPushConstants{fragmentPushConstants},
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pipeline{pipeline} {}
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pipeline{pipeline},
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imageDimensions{imageDimensions} {}
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};
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bool writeColor{mask & vk::ImageAspectFlagBits::eColor};
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@ -330,12 +354,35 @@ namespace skyline::gpu {
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.clearDepth = (mask & vk::ImageAspectFlagBits::eDepth) != vk::ImageAspectFlags{},
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.depth = value.depthStencil.depth
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},
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GetPipeline(gpu, writeColor ? dstImageView : nullptr, (writeDepth || writeStencil) ? dstImageView : nullptr, writeDepth, writeStencil, value.depthStencil.stencil, components, {}, clear::PushConstantRanges))
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};
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GetPipeline(gpu,
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{writeColor ? dstImageView->format->vkFormat : vk::Format::eUndefined,
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(writeDepth || writeStencil) ? dstImageView->format->vkFormat : vk::Format::eUndefined,
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writeDepth, writeStencil,
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value.depthStencil.stencil,
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VkColorComponentFlags{components}},
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{}, clear::PushConstantRanges),
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dstImageView->texture->dimensions
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)};
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recordCb([drawState = std::move(drawState)](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu, vk::RenderPass, u32) {
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cycle->AttachObject(drawState);
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commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, drawState->pipeline.pipeline);
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vk::Viewport viewport{
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.height = static_cast<float>(drawState->imageDimensions.height),
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.width = static_cast<float>(drawState->imageDimensions.width),
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.x = 0.0f,
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.y = 0.0f,
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.minDepth = 0.0f,
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.maxDepth = 1.0f
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};
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vk::Rect2D scissor{
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.extent = drawState->imageDimensions
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};
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commandBuffer.setScissor(0, {scissor});
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commandBuffer.setViewport(0, {viewport});
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commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, *drawState->pipeline.pipeline.get());
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commandBuffer.pushConstants(drawState->pipeline.pipelineLayout, vk::ShaderStageFlagBits::eFragment, 0,
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vk::ArrayProxy<const clear::FragmentPushConstantLayout>{drawState->fragmentPushConstants});
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commandBuffer.draw(6, 1, 0, 0);
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@ -20,6 +20,21 @@ namespace skyline::gpu {
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*/
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class SimpleSingleRtShader {
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protected:
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/**
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* @brief Holds all per-pipeline state for a helper shader
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*/
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struct PipelineState {
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vk::Format colorFormat;
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vk::Format depthFormat;
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bool depthWrite;
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bool stencilWrite;
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u32 stencilValue;
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VkColorComponentFlags colorWriteMask;
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bool operator<=>(const PipelineState &) const = default;
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};
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std::unordered_map<PipelineState, cache::GraphicsPipelineCache::CompiledPipeline, util::ObjectHash<PipelineState>> pipelineCache;
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vk::raii::ShaderModule vertexShaderModule;
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vk::raii::ShaderModule fragmentShaderModule;
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@ -31,9 +46,7 @@ namespace skyline::gpu {
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* @brief Returns a potentially cached pipeline built according to the supplied input state
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*/
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cache::GraphicsPipelineCache::CompiledPipeline GetPipeline(GPU &gpu,
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TextureView *colorAttachment, TextureView *depthStenilAttachment,
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bool depthWrite, bool stencilWrite, u32 stencilValue,
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vk::ColorComponentFlags colorWriteMask,
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const PipelineState &state,
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span<const vk::DescriptorSetLayoutBinding> layoutBindings, span<const vk::PushConstantRange> pushConstantRanges);
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};
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