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https://git.ryujinx.app/ryubing/ryujinx.git
synced 2026-05-23 13:45:49 +00:00
This PR fixes several validation errors caused by invalid Vulkan usage. These validation errors often end up invoking Undefined Behavior on the driver side, which can lead to artifacts or crashes which are driver specific and otherwise incredibly hard to track. I don't think it should have any impact on performance, but it would be good to test it with as many games as possible (maybe a bug in a game was fixed?). Each commit fixes an error. I added to each a description with the validation error that was fixed and a small explanation on what was causing it and how I fixed it. Co-authored-by: AsperTheDog <guillerman0000@gmail.com> Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/92
466 lines
19 KiB
C#
466 lines
19 KiB
C#
using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Vulkan
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{
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internal class BarrierBatch : IDisposable
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{
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private const int MaxBarriersPerCall = 16;
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private const AccessFlags BaseAccess = AccessFlags.ShaderReadBit | AccessFlags.ShaderWriteBit;
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private const AccessFlags BufferAccess = AccessFlags.IndexReadBit | AccessFlags.VertexAttributeReadBit | AccessFlags.UniformReadBit;
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private const AccessFlags CommandBufferAccess = AccessFlags.IndirectCommandReadBit;
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private readonly VulkanRenderer _gd;
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private readonly NativeArray<MemoryBarrier> _memoryBarrierBatch = new(MaxBarriersPerCall);
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private readonly NativeArray<BufferMemoryBarrier> _bufferBarrierBatch = new(MaxBarriersPerCall);
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private readonly NativeArray<ImageMemoryBarrier> _imageBarrierBatch = new(MaxBarriersPerCall);
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private readonly List<BarrierWithStageFlags<MemoryBarrier, int>> _memoryBarriers = [];
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private readonly List<BarrierWithStageFlags<BufferMemoryBarrier, int>> _bufferBarriers = [];
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private readonly List<BarrierWithStageFlags<ImageMemoryBarrier, TextureStorage>> _imageBarriers = [];
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private int _queuedBarrierCount;
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private enum IncoherentBarrierType
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{
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None,
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Texture,
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All,
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CommandBuffer
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}
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private bool _feedbackLoopActive;
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private PipelineStageFlags _incoherentBufferWriteStages;
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private PipelineStageFlags _incoherentTextureWriteStages;
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private PipelineStageFlags _extraStages;
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private IncoherentBarrierType _queuedIncoherentBarrier;
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private bool _queuedFeedbackLoopBarrier;
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public BarrierBatch(VulkanRenderer gd)
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{
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_gd = gd;
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}
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public static (AccessFlags Access, PipelineStageFlags Stages) GetSubpassAccessSuperset(VulkanRenderer gd)
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{
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AccessFlags access = BufferAccess |
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AccessFlags.ShaderReadBit |
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AccessFlags.ShaderWriteBit |
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AccessFlags.ColorAttachmentReadBit |
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AccessFlags.ColorAttachmentWriteBit |
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AccessFlags.DepthStencilAttachmentReadBit |
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AccessFlags.DepthStencilAttachmentWriteBit;
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PipelineStageFlags stages = PipelineStageFlags.AllGraphicsBit;
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if (gd.TransformFeedbackApi != null)
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{
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access |= AccessFlags.TransformFeedbackWriteBitExt;
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stages |= PipelineStageFlags.TransformFeedbackBitExt;
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}
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return (access, stages);
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}
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private readonly record struct StageFlags : IEquatable<StageFlags>
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{
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public readonly PipelineStageFlags Source;
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public readonly PipelineStageFlags Dest;
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public StageFlags(PipelineStageFlags source, PipelineStageFlags dest)
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{
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Source = source;
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Dest = dest;
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}
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}
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private readonly struct BarrierWithStageFlags<T, T2> where T : unmanaged
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{
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public readonly StageFlags Flags;
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public readonly T Barrier;
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public readonly T2 Resource;
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public BarrierWithStageFlags(StageFlags flags, T barrier)
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{
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Flags = flags;
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Barrier = barrier;
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Resource = default;
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}
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public BarrierWithStageFlags(PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags, T barrier, T2 resource)
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{
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Flags = new StageFlags(srcStageFlags, dstStageFlags);
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Barrier = barrier;
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Resource = resource;
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}
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}
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private void QueueBarrier<T, T2>(List<BarrierWithStageFlags<T, T2>> list, T barrier, T2 resource, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags) where T : unmanaged
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{
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list.Add(new BarrierWithStageFlags<T, T2>(srcStageFlags, dstStageFlags, barrier, resource));
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_queuedBarrierCount++;
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}
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public void QueueBarrier(MemoryBarrier barrier, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags)
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{
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QueueBarrier(_memoryBarriers, barrier, default, srcStageFlags, dstStageFlags);
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}
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public void QueueBarrier(BufferMemoryBarrier barrier, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags)
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{
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QueueBarrier(_bufferBarriers, barrier, default, srcStageFlags, dstStageFlags);
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}
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public void QueueBarrier(ImageMemoryBarrier barrier, TextureStorage resource, PipelineStageFlags srcStageFlags, PipelineStageFlags dstStageFlags)
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{
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QueueBarrier(_imageBarriers, barrier, resource, srcStageFlags, dstStageFlags);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void FlushMemoryBarrier(ShaderCollection program, bool inRenderPass)
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{
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if (_queuedIncoherentBarrier > IncoherentBarrierType.None)
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{
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// We should emit a memory barrier if there's a write access in the program (current program, or program since last barrier)
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bool hasTextureWrite = _incoherentTextureWriteStages != PipelineStageFlags.None;
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bool hasBufferWrite = _incoherentBufferWriteStages != PipelineStageFlags.None;
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bool hasBufferBarrier = _queuedIncoherentBarrier > IncoherentBarrierType.Texture;
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if (hasTextureWrite || (hasBufferBarrier && hasBufferWrite))
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{
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AccessFlags access = BaseAccess;
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PipelineStageFlags stages = inRenderPass ? PipelineStageFlags.AllGraphicsBit : PipelineStageFlags.AllCommandsBit;
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if (hasBufferBarrier && hasBufferWrite)
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{
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access |= BufferAccess;
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if (_gd.TransformFeedbackApi != null)
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{
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access |= AccessFlags.TransformFeedbackWriteBitExt;
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stages |= PipelineStageFlags.TransformFeedbackBitExt;
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}
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}
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if (_queuedIncoherentBarrier == IncoherentBarrierType.CommandBuffer)
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{
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access |= CommandBufferAccess;
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stages |= PipelineStageFlags.DrawIndirectBit;
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}
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MemoryBarrier barrier = new()
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = access,
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DstAccessMask = access
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};
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QueueBarrier(barrier, stages, stages);
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_incoherentTextureWriteStages = program?.IncoherentTextureWriteStages ?? PipelineStageFlags.None;
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if (_queuedIncoherentBarrier > IncoherentBarrierType.Texture)
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{
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if (program != null)
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{
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_incoherentBufferWriteStages = program.IncoherentBufferWriteStages | _extraStages;
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}
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else
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{
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_incoherentBufferWriteStages = PipelineStageFlags.None;
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}
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}
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_queuedIncoherentBarrier = IncoherentBarrierType.None;
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_queuedFeedbackLoopBarrier = false;
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}
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else if (_feedbackLoopActive && _queuedFeedbackLoopBarrier)
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{
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// Feedback loop barrier.
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MemoryBarrier barrier = new()
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = AccessFlags.ShaderWriteBit,
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DstAccessMask = AccessFlags.ShaderReadBit
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};
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QueueBarrier(barrier, PipelineStageFlags.FragmentShaderBit, PipelineStageFlags.AllGraphicsBit);
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_queuedFeedbackLoopBarrier = false;
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}
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_feedbackLoopActive = false;
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}
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}
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public unsafe void Flush(CommandBufferScoped cbs, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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{
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Flush(cbs, null, false, inRenderPass, rpHolder, endRenderPass);
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}
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public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool feedbackLoopActive, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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{
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if (program != null)
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{
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_incoherentBufferWriteStages |= program.IncoherentBufferWriteStages | _extraStages;
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_incoherentTextureWriteStages |= program.IncoherentTextureWriteStages;
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}
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_feedbackLoopActive |= feedbackLoopActive;
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FlushMemoryBarrier(program, inRenderPass);
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if (!inRenderPass && rpHolder != null)
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{
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// Render pass is about to begin. Queue any fences that normally interrupt the pass.
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rpHolder.InsertForcedFences(cbs);
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}
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while (_queuedBarrierCount > 0)
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{
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int memoryCount = 0;
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int bufferCount = 0;
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int imageCount = 0;
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bool hasBarrier = false;
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StageFlags flags = default;
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static void AddBarriers<T, T2>(
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Span<T> target,
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ref int queuedBarrierCount,
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ref bool hasBarrier,
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ref StageFlags flags,
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ref int count,
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List<BarrierWithStageFlags<T, T2>> list) where T : unmanaged
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{
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int firstMatch = -1;
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int end = list.Count;
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for (int i = 0; i < list.Count; i++)
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{
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BarrierWithStageFlags<T, T2> barrier = list[i];
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if (!hasBarrier)
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{
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flags = barrier.Flags;
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hasBarrier = true;
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target[count++] = barrier.Barrier;
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queuedBarrierCount--;
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firstMatch = i;
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if (count >= target.Length)
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{
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end = i + 1;
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break;
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}
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}
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else
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{
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if (flags.Equals(barrier.Flags))
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{
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target[count++] = barrier.Barrier;
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queuedBarrierCount--;
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if (firstMatch == -1)
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{
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firstMatch = i;
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}
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if (count >= target.Length)
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{
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end = i + 1;
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break;
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}
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}
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else
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{
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// Delete consumed barriers from the first match to the current non-match.
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if (firstMatch != -1)
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{
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int deleteCount = i - firstMatch;
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list.RemoveRange(firstMatch, deleteCount);
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i -= deleteCount;
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firstMatch = -1;
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end = list.Count;
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}
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}
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}
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}
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if (firstMatch == 0 && end == list.Count)
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{
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list.Clear();
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}
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else if (firstMatch != -1)
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{
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int deleteCount = end - firstMatch;
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list.RemoveRange(firstMatch, deleteCount);
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}
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}
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if (inRenderPass && _imageBarriers.Count > 0)
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{
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// Image barriers queued in the batch are meant to be globally scoped,
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// but inside a render pass they're scoped to just the range of the render pass.
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// On MoltenVK, we just break the rules and always use image barrier.
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// On desktop GPUs, all barriers are globally scoped, so we just replace it with a generic memory barrier.
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// Generally, we want to avoid this from happening in the future, so flag the texture to immediately
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// emit a barrier whenever the current render pass is bound again.
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bool anyIsNonAttachment = false;
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foreach (BarrierWithStageFlags<ImageMemoryBarrier, TextureStorage> barrier in _imageBarriers)
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{
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// If the binding is an attachment, don't add it as a forced fence.
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bool isAttachment = rpHolder.ContainsAttachment(barrier.Resource);
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if (!isAttachment)
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{
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rpHolder.AddForcedFence(barrier.Resource, barrier.Flags.Dest);
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anyIsNonAttachment = true;
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}
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}
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if (_gd.IsTBDR)
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{
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if (!_gd.IsMoltenVk)
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{
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if (!anyIsNonAttachment)
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{
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// This case is a feedback loop. To prevent this from causing an absolute performance disaster,
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// remove the barriers entirely.
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// If this is not here, there will be a lot of single draw render passes.
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// TODO: explicit handling for feedback loops, likely outside this class.
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_queuedBarrierCount -= _imageBarriers.Count;
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_imageBarriers.Clear();
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}
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else
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{
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// TBDR GPUs are sensitive to barriers, so we need to end the pass to ensure the data is available.
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// Metal already has hazard tracking so MVK doesn't need this.
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endRenderPass();
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inRenderPass = false;
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}
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}
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}
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else
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{
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// Generic pipeline memory barriers will work for desktop GPUs.
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// They do require a few more access flags on the subpass dependency, though.
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foreach (BarrierWithStageFlags<ImageMemoryBarrier, TextureStorage> barrier in _imageBarriers)
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{
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_memoryBarriers.Add(new BarrierWithStageFlags<MemoryBarrier, int>(
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barrier.Flags,
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new MemoryBarrier()
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = barrier.Barrier.SrcAccessMask,
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DstAccessMask = barrier.Barrier.DstAccessMask
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}));
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}
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_imageBarriers.Clear();
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}
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}
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if (inRenderPass && _memoryBarriers.Count > 0)
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{
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PipelineStageFlags allFlags = PipelineStageFlags.None;
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foreach (BarrierWithStageFlags<MemoryBarrier, int> barrier in _memoryBarriers)
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{
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allFlags |= barrier.Flags.Dest;
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}
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if (allFlags.HasFlag(PipelineStageFlags.DrawIndirectBit) || !_gd.SupportsRenderPassBarrier(allFlags))
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{
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endRenderPass();
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inRenderPass = false;
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}
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}
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AddBarriers(_memoryBarrierBatch.AsSpan(), ref _queuedBarrierCount, ref hasBarrier, ref flags, ref memoryCount, _memoryBarriers);
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AddBarriers(_bufferBarrierBatch.AsSpan(), ref _queuedBarrierCount, ref hasBarrier, ref flags, ref bufferCount, _bufferBarriers);
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AddBarriers(_imageBarrierBatch.AsSpan(), ref _queuedBarrierCount, ref hasBarrier, ref flags, ref imageCount, _imageBarriers);
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if (hasBarrier)
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{
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PipelineStageFlags srcStageFlags = flags.Source;
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if (inRenderPass)
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{
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// Inside a render pass, barrier stages can only be from rasterization.
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srcStageFlags &= ~PipelineStageFlags.ComputeShaderBit;
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}
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_gd.Api.CmdPipelineBarrier(
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cbs.CommandBuffer,
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srcStageFlags,
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flags.Dest,
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0,
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(uint)memoryCount,
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_memoryBarrierBatch.Pointer,
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(uint)bufferCount,
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_bufferBarrierBatch.Pointer,
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(uint)imageCount,
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_imageBarrierBatch.Pointer);
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}
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}
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}
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private void QueueIncoherentBarrier(IncoherentBarrierType type)
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{
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if (type > _queuedIncoherentBarrier)
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{
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_queuedIncoherentBarrier = type;
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}
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_queuedFeedbackLoopBarrier = true;
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}
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public void QueueTextureBarrier()
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{
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QueueIncoherentBarrier(IncoherentBarrierType.Texture);
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}
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public void QueueMemoryBarrier()
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{
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QueueIncoherentBarrier(IncoherentBarrierType.All);
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}
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public void QueueCommandBufferBarrier()
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{
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QueueIncoherentBarrier(IncoherentBarrierType.CommandBuffer);
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}
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public void EnableTfbBarriers(bool enable)
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{
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if (enable)
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{
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_extraStages |= PipelineStageFlags.TransformFeedbackBitExt;
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}
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else
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{
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_extraStages &= ~PipelineStageFlags.TransformFeedbackBitExt;
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}
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}
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public void Dispose()
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{
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_memoryBarrierBatch.Dispose();
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_bufferBarrierBatch.Dispose();
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_imageBarrierBatch.Dispose();
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}
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}
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}
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