mirror of
https://github.com/Ryujinx/Ryujinx.git
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This reverts commit 10d649e6d3
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This commit is contained in:
parent
0ba4ade8f1
commit
8196086f7a
4 changed files with 5 additions and 352 deletions
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@ -1,307 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Index buffer utility methods.
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/// </summary>
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static class IbUtils
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{
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/// <summary>
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/// Minimum size that the vertex buffer must have, in bytes, to make the index counting profitable.
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/// </summary>
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private const ulong MinimumVbSizeThreshold = 0x200000; // 2 MB
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/// <summary>
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/// Maximum number of indices that the index buffer may have to make the index counting profitable.
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/// </summary>
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private const int MaximumIndexCountThreshold = 65536;
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/// <summary>
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/// Checks if getting the vertex buffer size from the maximum index buffer index is worth it.
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/// </summary>
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/// <param name="vbSizeMax">Maximum size that the vertex buffer may possibly have, in bytes</param>
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/// <param name="indexCount">Total number of indices on the index buffer</param>
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/// <returns>True if getting the vertex buffer size from the index buffer may yield performance improvements</returns>
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public static bool IsIbCountingProfitable(ulong vbSizeMax, int indexCount)
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{
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return vbSizeMax >= MinimumVbSizeThreshold && indexCount <= MaximumIndexCountThreshold;
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}
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/// <summary>
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/// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer.
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/// </summary>
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/// <param name="mm">GPU memory manager</param>
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/// <param name="type">Index buffer element integer type</param>
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/// <param name="gpuVa">GPU virtual address of the index buffer</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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/// <returns>Vertex count</returns>
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public static ulong GetVertexCount(MemoryManager mm, IndexType type, ulong gpuVa, int firstIndex, int indexCount)
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{
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return type switch
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{
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IndexType.UShort => CountU16(mm, gpuVa, firstIndex, indexCount),
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IndexType.UInt => CountU32(mm, gpuVa, firstIndex, indexCount),
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_ => CountU8(mm, gpuVa, firstIndex, indexCount)
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};
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}
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/// <summary>
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/// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 8-bit indices.
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/// </summary>
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/// <param name="mm">GPU memory manager</param>
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/// <param name="gpuVa">GPU virtual address of the index buffer</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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/// <returns>Vertex count</returns>
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private unsafe static ulong CountU8(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
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{
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uint max = 0;
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ReadOnlySpan<byte> data = mm.GetSpan(gpuVa, firstIndex + indexCount);
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if (Avx2.IsSupported)
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{
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fixed (byte* pInput = data)
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{
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int endAligned = firstIndex + ((data.Length - firstIndex) & ~127);
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var result = Vector256<byte>.Zero;
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for (int i = firstIndex; i < endAligned; i += 128)
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{
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var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
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var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
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var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 64);
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var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 96);
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var max01 = Avx2.Max(dataVec0, dataVec1);
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var max23 = Avx2.Max(dataVec2, dataVec3);
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var max0123 = Avx2.Max(max01, max23);
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result = Avx2.Max(result, max0123);
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}
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result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsByte());
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result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsByte());
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result = Avx2.Max(result, Avx2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
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result = Avx2.Max(result, Avx2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
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max = Math.Max(result.GetElement(0), result.GetElement(16));
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firstIndex = endAligned;
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}
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}
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else if (Sse2.IsSupported)
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{
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fixed (byte* pInput = data)
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{
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int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
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var result = Vector128<byte>.Zero;
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for (int i = firstIndex; i < endAligned; i += 64)
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{
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var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
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var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
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var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 32);
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var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 48);
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var max01 = Sse2.Max(dataVec0, dataVec1);
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var max23 = Sse2.Max(dataVec2, dataVec3);
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var max0123 = Sse2.Max(max01, max23);
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result = Sse2.Max(result, max0123);
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}
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result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsByte());
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result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsByte());
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result = Sse2.Max(result, Sse2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
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result = Sse2.Max(result, Sse2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
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max = result.GetElement(0);
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firstIndex = endAligned;
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}
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}
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for (int i = firstIndex; i < data.Length; i++)
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{
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if (max < data[i]) max = data[i];
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}
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return (ulong)max + 1;
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}
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/// <summary>
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/// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 16-bit indices.
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/// </summary>
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/// <param name="mm">GPU memory manager</param>
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/// <param name="gpuVa">GPU virtual address of the index buffer</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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/// <returns>Vertex count</returns>
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private unsafe static ulong CountU16(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
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{
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uint max = 0;
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ReadOnlySpan<ushort> data = MemoryMarshal.Cast<byte, ushort>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 2));
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if (Avx2.IsSupported)
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{
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fixed (ushort* pInput = data)
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{
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int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
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var result = Vector256<ushort>.Zero;
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for (int i = firstIndex; i < endAligned; i += 64)
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{
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var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
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var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
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var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
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var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 48);
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var max01 = Avx2.Max(dataVec0, dataVec1);
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var max23 = Avx2.Max(dataVec2, dataVec3);
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var max0123 = Avx2.Max(max01, max23);
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result = Avx2.Max(result, max0123);
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}
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result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
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result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
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result = Avx2.Max(result, Avx2.ShuffleLow(result, 0x55));
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max = Math.Max(result.GetElement(0), result.GetElement(8));
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firstIndex = endAligned;
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}
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}
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else if (Sse41.IsSupported)
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{
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fixed (ushort* pInput = data)
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{
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int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
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var result = Vector128<ushort>.Zero;
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for (int i = firstIndex; i < endAligned; i += 32)
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{
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var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
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var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
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var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
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var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 24);
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var max01 = Sse41.Max(dataVec0, dataVec1);
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var max23 = Sse41.Max(dataVec2, dataVec3);
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var max0123 = Sse41.Max(max01, max23);
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result = Sse41.Max(result, max0123);
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}
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result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
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result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
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result = Sse41.Max(result, Sse2.ShuffleLow(result, 0x55));
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max = result.GetElement(0);
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firstIndex = endAligned;
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}
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}
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for (int i = firstIndex; i < data.Length; i++)
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{
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if (max < data[i]) max = data[i];
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}
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return (ulong)max + 1;
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}
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/// <summary>
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/// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 32-bit indices.
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/// </summary>
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/// <param name="mm">GPU memory manager</param>
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/// <param name="gpuVa">GPU virtual address of the index buffer</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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/// <returns>Vertex count</returns>
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private unsafe static ulong CountU32(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
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{
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uint max = 0;
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ReadOnlySpan<uint> data = MemoryMarshal.Cast<byte, uint>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 4));
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if (Avx2.IsSupported)
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{
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fixed (uint* pInput = data)
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{
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int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
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var result = Vector256<uint>.Zero;
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for (int i = firstIndex; i < endAligned; i += 32)
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{
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var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
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var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 8);
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var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
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var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 24);
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var max01 = Avx2.Max(dataVec0, dataVec1);
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var max23 = Avx2.Max(dataVec2, dataVec3);
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var max0123 = Avx2.Max(max01, max23);
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result = Avx2.Max(result, max0123);
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}
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result = Avx2.Max(result, Avx2.Shuffle(result, 0xee));
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result = Avx2.Max(result, Avx2.Shuffle(result, 0x55));
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max = Math.Max(result.GetElement(0), result.GetElement(4));
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firstIndex = endAligned;
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}
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}
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else if (Sse41.IsSupported)
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{
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fixed (uint* pInput = data)
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{
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int endAligned = firstIndex + ((data.Length - firstIndex) & ~15);
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var result = Vector128<uint>.Zero;
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for (int i = firstIndex; i < endAligned; i += 16)
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{
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var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
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var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 4);
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var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
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var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 12);
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var max01 = Sse41.Max(dataVec0, dataVec1);
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var max23 = Sse41.Max(dataVec2, dataVec3);
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var max0123 = Sse41.Max(max01, max23);
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result = Sse41.Max(result, max0123);
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}
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result = Sse41.Max(result, Sse2.Shuffle(result, 0xee));
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result = Sse41.Max(result, Sse2.Shuffle(result, 0x55));
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max = result.GetElement(0);
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firstIndex = endAligned;
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}
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}
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for (int i = firstIndex; i < data.Length; i++)
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{
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if (max < data[i]) max = data[i];
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}
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return (ulong)max + 1;
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}
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}
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}
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@ -34,8 +34,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private byte _vsClipDistancesWritten;
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private bool _prevDrawIndexed;
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private int _prevFirstIndex;
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private int _prevIndexCount;
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private bool _prevTfEnable;
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/// <summary>
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// method when doing indexed draws, so we need to make sure
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// to update the vertex buffers if we are doing a regular
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// draw after a indexed one and vice-versa.
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if (GraphicsConfig.EnableIndexedVbSizeDetection)
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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{
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if (_drawState.DrawIndexed != _prevDrawIndexed ||
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_drawState.FirstIndex != _prevFirstIndex ||
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_drawState.IndexCount != _prevIndexCount)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevDrawIndexed = _drawState.DrawIndexed;
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_prevFirstIndex = _drawState.FirstIndex;
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_prevIndexCount = _drawState.IndexCount;
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}
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}
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else
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{
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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bool tfEnable = _state.State.TfEnable;
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{
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// This size may be (much) larger than the real vertex buffer size.
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// Avoid calculating it this way, unless we don't have any other option.
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ulong vbSizeMax = endAddress.Pack() - address + 1;
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int firstIndex = _drawState.FirstIndex;
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int indexCount = _drawState.IndexCount;
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bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount);
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if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0)
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{
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IndexType ibType = _state.State.IndexBufferState.Type;
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ulong ibGpuVa = _state.State.IndexBufferState.Address.Pack();
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ulong vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount);
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size = Math.Min(vertexCount * (ulong)stride, vbSizeMax);
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}
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else
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{
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size = vbSizeMax;
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}
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size = endAddress.Pack() - address + 1;
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}
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else
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{
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@ -33,11 +33,6 @@ namespace Ryujinx.Graphics.Gpu
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/// </summary>
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public static bool EnableMacroJit = true;
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/// <summary>
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/// Enables or disables vertex buffer size detection from the index buffer, for indexed draws.
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/// </summary>
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public static bool EnableIndexedVbSizeDetection = true;
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/// <summary>
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/// Title id of the current running game.
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/// Used by the shader cache.
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@ -269,7 +269,7 @@ namespace Ryujinx.Configuration
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/// Enable or disable keyboard support (Independent from controllers binding)
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/// </summary>
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public ReactiveObject<bool> EnableKeyboard { get; private set; }
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/// <summary>
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/// Enable or disable mouse support (Independent from controllers binding)
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/// </summary>
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