Restride vertex buffer when stride causes attributes to misalign in Vulkan. (#3679)

* Vertex Buffer Alignment part 1

* Update CacheByRange

* Add Stride Change compute shader, fix storage buffers in helpers

* An AMD exclusive

* Reword

* Change rules - stride conversion when attrs misalign

* Fix stupid mistake

* Fix background pipeline compile

* Improve a few things.

* Fix some feedback

* Address Feedback

(the shader binary didn't change when i changed the source to use the subgroup size)

* Fix bug where rewritten buffer would be disposed instantly.
This commit is contained in:
riperiperi 2022-09-09 00:30:19 +01:00 committed by GitHub
parent ee1825219b
commit c6d82209ab
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 1069 additions and 120 deletions

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@ -142,18 +142,20 @@ namespace Ryujinx.Graphics.Vulkan
int stagesCount = shaders.Length;
int uCount = 0;
int sCount = 0;
int tCount = 0;
int iCount = 0;
foreach (var shader in shaders)
{
uCount += shader.Bindings.UniformBufferBindings.Count;
sCount += shader.Bindings.StorageBufferBindings.Count;
tCount += shader.Bindings.TextureBindings.Count;
iCount += shader.Bindings.ImageBindings.Count;
}
DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[stagesCount];
DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[sCount];
DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
@ -180,22 +182,11 @@ namespace Ryujinx.Graphics.Vulkan
}
}
void SetStorage(DescriptorSetLayoutBinding* bindings, ref int start, int count)
{
bindings[start++] = new DescriptorSetLayoutBinding
{
Binding = (uint)start,
DescriptorType = DescriptorType.StorageBuffer,
DescriptorCount = (uint)count,
StageFlags = stageFlags
};
}
// TODO: Support buffer textures and images here.
// This is only used for the helper shaders on the backend, and we don't use buffer textures on them
// so far, so it's not really necessary right now.
Set(uLayoutBindings, DescriptorType.UniformBuffer, ref uIndex, shader.Bindings.UniformBufferBindings);
SetStorage(sLayoutBindings, ref sIndex, shader.Bindings.StorageBufferBindings.Count);
Set(sLayoutBindings, DescriptorType.StorageBuffer, ref sIndex, shader.Bindings.StorageBufferBindings);
Set(tLayoutBindings, DescriptorType.CombinedImageSampler, ref tIndex, shader.Bindings.TextureBindings);
Set(iLayoutBindings, DescriptorType.StorageImage, ref iIndex, shader.Bindings.ImageBindings);
}
@ -213,7 +204,7 @@ namespace Ryujinx.Graphics.Vulkan
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = sLayoutBindings,
BindingCount = (uint)stagesCount
BindingCount = (uint)sCount
};
var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()