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https://github.com/skyline-emu/skyline.git
synced 2024-11-04 23:55:08 +01:00
Add quirk for relaxed render pass compatibility
As we require a relaxed version of the Vulkan render pass compatibility clause for caching multi-subpass render passes, we now utilize a quirk to determine if this is supported which it is on Nvidia/Adreno while AMD/Mali where it isn't supported we force single-subpass render passes.
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@ -51,7 +51,13 @@ namespace skyline::gpu::interconnect {
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cycle->AttachObject(dependency);
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}
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void CommandExecutor::AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment) {
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void CommandExecutor::AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment, bool exclusiveSubpass) {
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if (exclusiveSubpass && renderPass) {
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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renderPass = nullptr;
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subpassCount = 0;
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}
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bool newRenderPass{CreateRenderPass(renderArea)};
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renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
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if (newRenderPass)
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@ -57,9 +57,10 @@ namespace skyline::gpu::interconnect {
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/**
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* @brief Adds a command that needs to be executed inside a subpass configured with certain attachments
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* @param exclusiveSubpass If this subpass should be the only subpass in a render pass
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* @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution
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*/
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void AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {});
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void AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {}, bool exclusiveSubpass = false);
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/**
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* @brief Adds a subpass that clears the entirety of the specified attachment with a color value, it may utilize VK_ATTACHMENT_LOAD_OP_CLEAR for a more efficient clear when possible
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@ -2897,7 +2897,7 @@ namespace skyline::gpu::interconnect {
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cycle->AttachObject(drawStorage);
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}, vk::Rect2D{
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.extent = activeColorRenderTargets.empty() ? depthRenderTarget.guest.dimensions : activeColorRenderTargets.front()->texture->dimensions,
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}, {}, activeColorRenderTargets, depthRenderTargetView);
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}, {}, activeColorRenderTargets, depthRenderTargetView, !gpu.traits.quirks.relaxedRenderPassCompatibility);
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}
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void DrawVertex(u32 vertexCount, u32 firstVertex) {
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@ -143,6 +143,7 @@ namespace skyline::gpu {
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needsIndividualTextureBindingWrites = true;
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vkImageMutableFormatCostly = true; // Disables UBWC
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brokenDescriptorAliasing = true;
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relaxedRenderPassCompatibility = true; // Adreno drivers support relaxed render pass compatibility rules
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if (deviceProperties.driverVersion < VK_MAKE_VERSION(512, 600, 0))
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maxSubpassCount = 64; // Driver will segfault while destroying the renderpass and associated objects if this is exceeded on all 5xx and below drivers
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@ -160,6 +161,11 @@ namespace skyline::gpu {
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break;
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}
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case vk::DriverId::eNvidiaProprietary: {
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relaxedRenderPassCompatibility = true;
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break;
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}
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case vk::DriverId::eAmdProprietary: {
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maxGlobalPriority = vk::QueueGlobalPriorityEXT::eHigh;
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break;
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@ -172,8 +178,8 @@ namespace skyline::gpu {
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std::string TraitManager::QuirkManager::Summary() {
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return fmt::format(
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"\n* Needs Individual Texture Binding Writes: {}\n* VkImage Mutable Format is costly: {}\n* Broken Descriptor Aliasing: {}\n* Max Subpass Count: {}\n* Max Global Queue Priority: {}",
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needsIndividualTextureBindingWrites, vkImageMutableFormatCostly, brokenDescriptorAliasing, maxSubpassCount, vk::to_string(maxGlobalPriority)
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"\n* Needs Individual Texture Binding Writes: {}\n* VkImage Mutable Format is costly: {}\n* Broken Descriptor Aliasing: {}\n* Relaxed Render Pass Compatibility: {}\n* Max Subpass Count: {}\n* Max Global Queue Priority: {}",
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needsIndividualTextureBindingWrites, vkImageMutableFormatCostly, brokenDescriptorAliasing, relaxedRenderPassCompatibility, maxSubpassCount, vk::to_string(maxGlobalPriority)
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);
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}
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@ -46,9 +46,10 @@ namespace skyline::gpu {
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bool needsIndividualTextureBindingWrites{}; //!< [Adreno Proprietary] A bug that requires descriptor set writes for VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER to be done individually with descriptorCount = 1 rather than batched
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bool vkImageMutableFormatCostly{}; //!< [Adreno Proprietary/Freedreno] An indication that VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT is costly and should not be enabled unless absolutely necessary (Disables UBWC on Adreno GPUs)
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bool brokenDescriptorAliasing{}; //!< [Adreno Proprietary] A bug that causes alised descriptor sets to be incorrectly interpreted by the shader compiler leading to it buggering up LLVM function argument types and crashing
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bool relaxedRenderPassCompatibility{}; //!< [Adreno Proprietary/Freedreno] A relaxed version of Vulkan specification's render pass compatibility clause which allows for caching pipeline objects for multi-subpass renderpasses, this is intentionally disabled by default as it requires testing prior to enabling
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u32 maxSubpassCount{std::numeric_limits<u32>::max()}; //!< The maximum amount of subpasses within a renderpass, this is limited to 64 on older Adreno proprietary drivers
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vk::QueueGlobalPriorityEXT maximumGlobalPriority{vk::QueueGlobalPriorityEXT::eMedium}; //!< The highest allowed global priority of the queue, drivers will not allow higher priorities to be set on queues
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vk::QueueGlobalPriorityEXT maxGlobalPriority{vk::QueueGlobalPriorityEXT::eMedium}; //!< The highest allowed global priority of the queue, drivers will not allow higher priorities to be set on queues
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QuirkManager() = default;
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