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https://github.com/skyline-emu/skyline.git
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Implement Maxwell3D Sampled Textures
The descriptor sets should now contain a combined image and sampler handle for any sampled textures in the guest shader from the supplied offset into the texture constant buffer. Note: Games tend to rely on inline constant buffer updates for writing the texture constant buffer and due to it not being implemented, the value will be read as 0 which is incorrect.
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@ -10,12 +10,16 @@ namespace skyline::gpu {
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void DescriptorAllocator::AllocateDescriptorPool() {
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namespace maxwell3d = soc::gm20b::engine::maxwell3d::type; // We use Maxwell3D as reference for base descriptor counts
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using DescriptorSizes = std::array<vk::DescriptorPoolSize, 1>;
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using DescriptorSizes = std::array<vk::DescriptorPoolSize, 2>;
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constexpr DescriptorSizes BaseDescriptorSizes{
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vk::DescriptorPoolSize{
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.descriptorCount = maxwell3d::PipelineStageConstantBufferCount,
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.type = vk::DescriptorType::eUniformBuffer,
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},
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vk::DescriptorPoolSize{
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.descriptorCount = maxwell3d::PipelineStageCount * 20,
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.type = vk::DescriptorType::eCombinedImageSampler,
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},
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};
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DescriptorSizes descriptorSizes{BaseDescriptorSizes};
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@ -45,6 +45,10 @@ namespace skyline::gpu::interconnect {
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}
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}
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void CommandExecutor::AttachDependency(std::shared_ptr<FenceCycleDependency> dependency) {
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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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for (const auto &attachments : {inputAttachments, colorAttachments})
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for (const auto &attachment : attachments)
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@ -46,6 +46,11 @@ namespace skyline::gpu::interconnect {
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*/
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void AttachBuffer(BufferView *view);
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/**
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* @brief Attach the lifetime of the fence cycle dependency to the command buffer
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*/
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void AttachDependency(std::shared_ptr<FenceCycleDependency> dependency);
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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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* @note Any texture supplied to this **must** be locked by the calling thread, it should also undergo no persistent layout transitions till execution
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@ -679,13 +679,14 @@ namespace skyline::gpu::interconnect {
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constexpr static size_t MaxShaderBytecodeSize{1 * 1024 * 1024}; //!< The largest shader binary that we support (1 MiB)
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constexpr static size_t PipelineUniqueDescriptorTypeCount{1}; //!< The amount of unique descriptor types that may be bound to a pipeline
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constexpr static size_t PipelineUniqueDescriptorTypeCount{2}; //!< The amount of unique descriptor types that may be bound to a pipeline
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constexpr static size_t MaxPipelineDescriptorWriteCount{maxwell3d::PipelineStageCount * PipelineUniqueDescriptorTypeCount}; //!< The maxium amount of descriptors writes that are used to bind a pipeline
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constexpr static size_t MaxPipelineDescriptorCount{100}; //!< The maxium amount of descriptors we support being bound to a pipeline
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boost::container::static_vector<vk::WriteDescriptorSet, MaxPipelineDescriptorWriteCount> descriptorSetWrites;
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boost::container::static_vector<vk::DescriptorSetLayoutBinding, MaxPipelineDescriptorCount> layoutBindings;
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boost::container::static_vector<vk::DescriptorBufferInfo, MaxPipelineDescriptorCount> bufferInfo;
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boost::container::static_vector<vk::DescriptorImageInfo, MaxPipelineDescriptorCount> imageInfo;
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/**
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* @brief All state concerning the shader programs and their bindings
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@ -799,6 +800,11 @@ namespace skyline::gpu::interconnect {
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}
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}
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descriptorSetWrites.clear();
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layoutBindings.clear();
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bufferInfo.clear();
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imageInfo.clear();
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runtimeInfo.previous_stage_stores.mask.set(); // First stage should always have all bits set
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ShaderCompiler::Backend::Bindings bindings{};
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@ -852,6 +858,46 @@ namespace skyline::gpu::interconnect {
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}
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}
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if (!program.info.texture_descriptors.empty()) {
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descriptorSetWrites.push_back(vk::WriteDescriptorSet{
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.dstBinding = bindingIndex,
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.descriptorCount = static_cast<u32>(program.info.texture_descriptors.size()),
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.descriptorType = vk::DescriptorType::eCombinedImageSampler,
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.pImageInfo = imageInfo.data() + imageInfo.size(),
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});
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u32 descriptorIndex{};
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for (auto &texture : program.info.texture_descriptors) {
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layoutBindings.push_back(vk::DescriptorSetLayoutBinding{
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.binding = bindingIndex++,
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.descriptorType = vk::DescriptorType::eCombinedImageSampler,
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.descriptorCount = 1,
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.stageFlags = pipelineStage.vkStage,
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});
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auto &constantBuffer{pipelineStage.constantBuffers[texture.cbuf_index]};
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union TextureHandle {
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u32 raw;
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struct {
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u32 textureIndex : 20;
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u32 samplerIndex : 12;
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};
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} handle{constantBuffer.Read<u32>(texture.cbuf_offset + (descriptorIndex++ << texture.size_shift))};
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auto sampler{GetSampler(handle.samplerIndex)};
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auto textureView{GetPoolTextureView(handle.textureIndex)};
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std::scoped_lock lock(*textureView);
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imageInfo.push_back(vk::DescriptorImageInfo{
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.sampler = **sampler,
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.imageView = textureView->GetView(),
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.imageLayout = textureView->texture->layout,
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});
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executor.AttachTexture(textureView.get());
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executor.AttachDependency(std::move(sampler));
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}
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}
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shaderStagesInfo[count++] = vk::PipelineShaderStageCreateInfo{
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.stage = pipelineStage.vkStage,
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.module = **pipelineStage.vkModule,
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@ -259,7 +259,7 @@ namespace skyline::gpu {
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mipLevels(1),
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layerCount(guest->layerCount),
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sampleCount(vk::SampleCountFlagBits::e1) {
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vk::ImageUsageFlags usage{vk::ImageUsageFlagBits::eTransferSrc | vk::ImageUsageFlagBits::eTransferDst};
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vk::ImageUsageFlags usage{vk::ImageUsageFlagBits::eTransferSrc | vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eSampled};
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if (format->vkAspect & vk::ImageAspectFlagBits::eColor)
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usage |= vk::ImageUsageFlagBits::eColorAttachment;
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if (format->vkAspect & (vk::ImageAspectFlagBits::eDepth | vk::ImageAspectFlagBits::eStencil))
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