JinxRyu/Ryujinx.Graphics.Vulkan/Effects/FsrScalingFilter.cs
riperiperi 9f1cf6458c
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00

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C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using Silk.NET.Vulkan;
using System;
using Extent2D = Ryujinx.Graphics.GAL.Extents2D;
namespace Ryujinx.Graphics.Vulkan.Effects
{
internal partial class FsrScalingFilter : IScalingFilter
{
private readonly VulkanRenderer _renderer;
private PipelineHelperShader _pipeline;
private ISampler _sampler;
private ShaderCollection _scalingProgram;
private ShaderCollection _sharpeningProgram;
private float _sharpeningLevel = 1;
private Device _device;
private TextureView _intermediaryTexture;
public float Level
{
get => _sharpeningLevel;
set
{
_sharpeningLevel = MathF.Max(0.01f, value);
}
}
public FsrScalingFilter(VulkanRenderer renderer, Device device)
{
_device = device;
_renderer = renderer;
Initialize();
}
public void Dispose()
{
_pipeline.Dispose();
_scalingProgram.Dispose();
_sharpeningProgram.Dispose();
_sampler.Dispose();
_intermediaryTexture?.Dispose();
}
public void Initialize()
{
_pipeline = new PipelineHelperShader(_renderer, _device);
_pipeline.Initialize();
var scalingShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv");
var sharpeningShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv");
var computeBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
var sharpeningBindings = new ShaderBindings(
new[] { 2, 3, 4 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
_sampler = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_scalingProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(scalingShader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
});
_sharpeningProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(sharpeningShader, sharpeningBindings, ShaderStage.Compute, TargetLanguage.Spirv)
});
}
public void Run(
TextureView view,
CommandBufferScoped cbs,
Auto<DisposableImageView> destinationTexture,
Silk.NET.Vulkan.Format format,
int width,
int height,
Extent2D source,
Extent2D destination)
{
if (_intermediaryTexture == null
|| _intermediaryTexture.Info.Width != width
|| _intermediaryTexture.Info.Height != height
|| !_intermediaryTexture.Info.Equals(view.Info))
{
var originalInfo = view.Info;
var swapRB = originalInfo.Format.IsBgr() && originalInfo.SwizzleR == SwizzleComponent.Red;
var info = new TextureCreateInfo(
width,
height,
originalInfo.Depth,
originalInfo.Levels,
originalInfo.Samples,
originalInfo.BlockWidth,
originalInfo.BlockHeight,
originalInfo.BytesPerPixel,
originalInfo.Format,
originalInfo.DepthStencilMode,
originalInfo.Target,
swapRB ? originalInfo.SwizzleB : originalInfo.SwizzleR,
originalInfo.SwizzleG,
swapRB ? originalInfo.SwizzleR : originalInfo.SwizzleB,
originalInfo.SwizzleA);
_intermediaryTexture?.Dispose();
_intermediaryTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
}
Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
viewports[0] = new GAL.Viewport(
new Rectangle<float>(0, 0, view.Width, view.Height),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_scalingProgram);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
float srcWidth = Math.Abs(source.X2 - source.X1);
float srcHeight = Math.Abs(source.Y2 - source.Y1);
float scaleX = srcWidth / view.Width;
float scaleY = srcHeight / view.Height;
ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
{
source.X1,
source.X2,
source.Y1,
source.Y2,
destination.X1,
destination.X2,
destination.Y1,
destination.Y2,
scaleX,
scaleY
};
int rangeSize = dimensionsBuffer.Length * sizeof(float);
var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
_renderer.BufferManager.SetData(bufferHandle, 0, dimensionsBuffer);
ReadOnlySpan<float> sharpeningBuffer = stackalloc float[] { 1.5f - (Level * 0.01f * 1.5f)};
var sharpeningBufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, sizeof(float));
_renderer.BufferManager.SetData(sharpeningBufferHandle, 0, sharpeningBuffer);
int threadGroupWorkRegionDim = 16;
int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports, false);
_pipeline.SetImage(0, _intermediaryTexture, GAL.Format.R8G8B8A8Unorm);
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();
viewports[0] = new GAL.Viewport(
new Rectangle<float>(0, 0, width, height),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
scissors[0] = new Rectangle<int>(0, 0, width, height);
// Sharpening pass
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_sharpeningProgram);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _intermediaryTexture, _sampler);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports, false);
_pipeline.SetImage(0, destinationTexture);
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();
_pipeline.Finish();
_renderer.BufferManager.Delete(bufferHandle);
_renderer.BufferManager.Delete(sharpeningBufferHandle);
}
}
}