Implement support for masked stencil clears on Vulkan (#5589)

* Implement support for masked stencil clears on Vulkan

* PR feedback
This commit is contained in:
gdkchan 2023-08-18 02:25:54 -03:00 committed by GitHub
parent c6a699414a
commit 153b8bfc7c
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 131 additions and 38 deletions

View file

@ -148,6 +148,16 @@ namespace Ryujinx.Graphics.Vulkan
return _attachments[index]; return _attachments[index];
} }
public Auto<DisposableImageView> GetDepthStencilAttachment()
{
if (!HasDepthStencil)
{
return null;
}
return _attachments[AttachmentsCount - 1];
}
public ComponentType GetAttachmentComponentType(int index) public ComponentType GetAttachmentComponentType(int index)
{ {
if (_colors != null && (uint)index < _colors.Length) if (_colors != null && (uint)index < _colors.Length)

View file

@ -38,6 +38,7 @@ namespace Ryujinx.Graphics.Vulkan
private readonly IProgram _programColorClearF; private readonly IProgram _programColorClearF;
private readonly IProgram _programColorClearSI; private readonly IProgram _programColorClearSI;
private readonly IProgram _programColorClearUI; private readonly IProgram _programColorClearUI;
private readonly IProgram _programDepthStencilClear;
private readonly IProgram _programStrideChange; private readonly IProgram _programStrideChange;
private readonly IProgram _programConvertD32S8ToD24S8; private readonly IProgram _programConvertD32S8ToD24S8;
private readonly IProgram _programConvertIndexBuffer; private readonly IProgram _programConvertIndexBuffer;
@ -105,6 +106,12 @@ namespace Ryujinx.Graphics.Vulkan
new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv), new ShaderSource(ReadSpirv("ColorClearUIFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout); }, colorClearResourceLayout);
_programDepthStencilClear = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ReadSpirv("ColorClearVertex.spv"), ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ReadSpirv("DepthStencilClearFragment.spv"), ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
var strideChangeResourceLayout = new ResourceLayoutBuilder() var strideChangeResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0) .Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1) .Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
@ -446,10 +453,6 @@ namespace Ryujinx.Graphics.Vulkan
0f, 0f,
1f); 1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
if (dstIsDepthOrStencil) if (dstIsDepthOrStencil)
{ {
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit); _pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
@ -470,7 +473,7 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, dstIsDepthOrStencil, dstFormat); _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, dstIsDepthOrStencil, dstFormat);
_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf }); _pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
_pipeline.SetScissors(scissors); _pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
if (clearAlpha) if (clearAlpha)
{ {
@ -547,12 +550,8 @@ namespace Ryujinx.Graphics.Vulkan
0f, 0f,
1f); 1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, true, dstFormat); _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, (uint)dstSamples, true, dstFormat);
_pipeline.SetScissors(scissors); _pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
_pipeline.SetViewports(viewports); _pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); _pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
@ -639,7 +638,11 @@ namespace Ryujinx.Graphics.Vulkan
} }
} }
private static StencilTestDescriptor CreateStencilTestDescriptor(bool enabled) private static StencilTestDescriptor CreateStencilTestDescriptor(
bool enabled,
int refValue = 0,
int compareMask = 0xff,
int writeMask = 0xff)
{ {
return new StencilTestDescriptor( return new StencilTestDescriptor(
enabled, enabled,
@ -647,16 +650,16 @@ namespace Ryujinx.Graphics.Vulkan
StencilOp.Replace, StencilOp.Replace,
StencilOp.Replace, StencilOp.Replace,
StencilOp.Replace, StencilOp.Replace,
0, refValue,
0xff, compareMask,
0xff, writeMask,
CompareOp.Always, CompareOp.Always,
StencilOp.Replace, StencilOp.Replace,
StencilOp.Replace, StencilOp.Replace,
StencilOp.Replace, StencilOp.Replace,
0, refValue,
0xff, compareMask,
0xff); writeMask);
} }
public void Clear( public void Clear(
@ -695,10 +698,6 @@ namespace Ryujinx.Graphics.Vulkan
0f, 0f,
1f); 1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
scissors[0] = scissor;
IProgram program; IProgram program;
if (type == ComponentType.SignedInteger) if (type == ComponentType.SignedInteger)
@ -718,7 +717,7 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat); _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
_pipeline.SetRenderTargetColorMasks(new[] { componentMask }); _pipeline.SetRenderTargetColorMasks(new[] { componentMask });
_pipeline.SetViewports(viewports); _pipeline.SetViewports(viewports);
_pipeline.SetScissors(scissors); _pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); _pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0); _pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish(); _pipeline.Finish();
@ -726,6 +725,56 @@ namespace Ryujinx.Graphics.Vulkan
gd.BufferManager.Delete(bufferHandle); gd.BufferManager.Delete(bufferHandle);
} }
public void Clear(
VulkanRenderer gd,
Auto<DisposableImageView> dst,
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask,
int dstWidth,
int dstHeight,
VkFormat dstFormat,
Rectangle<int> scissor)
{
const int ClearColorBufferSize = 16;
gd.FlushAllCommands();
using var cbs = gd.CommandBufferPool.Rent();
_pipeline.SetCommandBuffer(cbs);
var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ClearColorBufferSize);
gd.BufferManager.SetData<float>(bufferHandle, 0, stackalloc float[] { depthValue });
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(1, new BufferRange(bufferHandle, 0, ClearColorBufferSize)) });
Span<Viewport> viewports = stackalloc Viewport[1];
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
_pipeline.SetProgram(_programDepthStencilClear);
_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, true, dstFormat);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors(stackalloc Rectangle<int>[] { scissor });
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xff, stencilMask));
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
gd.BufferManager.Delete(bufferHandle);
}
public void DrawTexture( public void DrawTexture(
VulkanRenderer gd, VulkanRenderer gd,
PipelineBase pipeline, PipelineBase pipeline,
@ -778,8 +827,6 @@ namespace Ryujinx.Graphics.Vulkan
0f, 0f,
1f); 1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
pipeline.SetProgram(_programColorBlit); pipeline.SetProgram(_programColorBlit);
pipeline.SetViewports(viewports); pipeline.SetViewports(viewports);
pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
@ -1119,11 +1166,7 @@ namespace Ryujinx.Graphics.Vulkan
0f, 0f,
1f); 1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1]; _pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports); _pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); _pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
@ -1251,12 +1294,8 @@ namespace Ryujinx.Graphics.Vulkan
0f, 0f,
1f); 1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
scissors[0] = new Rectangle<int>(0, 0, dst.Width, dst.Height);
_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf }); _pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
_pipeline.SetScissors(scissors); _pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dst.Width, dst.Height) });
_pipeline.SetViewports(viewports); _pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip); _pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
@ -1731,6 +1770,7 @@ namespace Ryujinx.Graphics.Vulkan
_programColorClearF.Dispose(); _programColorClearF.Dispose();
_programColorClearSI.Dispose(); _programColorClearSI.Dispose();
_programColorClearUI.Dispose(); _programColorClearUI.Dispose();
_programDepthStencilClear.Dispose();
_programStrideChange.Dispose(); _programStrideChange.Dispose();
_programConvertIndexBuffer.Dispose(); _programConvertIndexBuffer.Dispose();
_programConvertIndirectData.Dispose(); _programConvertIndirectData.Dispose();

View file

@ -243,10 +243,8 @@ namespace Ryujinx.Graphics.Vulkan
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect); Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
} }
public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, bool stencilMask)
{ {
// TODO: Use stencilMask (fully).
if (FramebufferParams == null || !FramebufferParams.HasDepthStencil) if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
{ {
return; return;
@ -255,7 +253,7 @@ namespace Ryujinx.Graphics.Vulkan
var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue)); var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
var flags = depthMask ? ImageAspectFlags.DepthBit : 0; var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
if (stencilMask != 0) if (stencilMask)
{ {
flags |= ImageAspectFlags.StencilBit; flags |= ImageAspectFlags.StencilBit;
} }

View file

@ -81,6 +81,42 @@ namespace Ryujinx.Graphics.Vulkan
} }
} }
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
if (FramebufferParams == null)
{
return;
}
if (stencilMask != 0 && stencilMask != 0xff)
{
// We can't use CmdClearAttachments if not clearing all (mask is all ones, 0xFF) or none (mask is 0) of the stencil bits,
// because on Vulkan, the pipeline state does not affect clears.
var dstTexture = FramebufferParams.GetDepthStencilAttachment();
if (dstTexture == null)
{
return;
}
// TODO: Clear only the specified layer.
Gd.HelperShader.Clear(
Gd,
dstTexture,
depthValue,
depthMask,
stencilValue,
stencilMask,
(int)FramebufferParams.Width,
(int)FramebufferParams.Height,
FramebufferParams.AttachmentFormats[FramebufferParams.AttachmentsCount - 1],
ClearScissor);
}
else
{
ClearRenderTargetDepthStencil(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask != 0);
}
}
public void EndHostConditionalRendering() public void EndHostConditionalRendering()
{ {
if (Gd.Capabilities.SupportsConditionalRendering) if (Gd.Capabilities.SupportsConditionalRendering)

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@ -42,6 +42,7 @@
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitMsFragment.spv" /> <EmbeddedResource Include="Shaders\SpirvBinaries\DepthBlitMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToMsFragment.spv" /> <EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToNonMsFragment.spv" /> <EmbeddedResource Include="Shaders\SpirvBinaries\DepthDrawToNonMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\DepthStencilClearFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitFragment.spv" /> <EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitMsFragment.spv" /> <EmbeddedResource Include="Shaders\SpirvBinaries\StencilBlitMsFragment.spv" />
<EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToMsFragment.spv" /> <EmbeddedResource Include="Shaders\SpirvBinaries\StencilDrawToMsFragment.spv" />

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@ -0,0 +1,8 @@
#version 450 core
layout (location = 0) in vec4 clear_colour;
void main()
{
gl_FragDepth = clear_colour.x;
}