diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs deleted file mode 100644 index 15d9587d0..000000000 --- a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs +++ /dev/null @@ -1,307 +0,0 @@ -using Ryujinx.Graphics.GAL; -using Ryujinx.Graphics.Gpu.Memory; -using System; -using System.Runtime.InteropServices; -using System.Runtime.Intrinsics; -using System.Runtime.Intrinsics.X86; - -namespace Ryujinx.Graphics.Gpu.Engine.Threed -{ - /// <summary> - /// Index buffer utility methods. - /// </summary> - static class IbUtils - { - /// <summary> - /// Minimum size that the vertex buffer must have, in bytes, to make the index counting profitable. - /// </summary> - private const ulong MinimumVbSizeThreshold = 0x200000; // 2 MB - - /// <summary> - /// Maximum number of indices that the index buffer may have to make the index counting profitable. - /// </summary> - private const int MaximumIndexCountThreshold = 65536; - - /// <summary> - /// Checks if getting the vertex buffer size from the maximum index buffer index is worth it. - /// </summary> - /// <param name="vbSizeMax">Maximum size that the vertex buffer may possibly have, in bytes</param> - /// <param name="indexCount">Total number of indices on the index buffer</param> - /// <returns>True if getting the vertex buffer size from the index buffer may yield performance improvements</returns> - public static bool IsIbCountingProfitable(ulong vbSizeMax, int indexCount) - { - return vbSizeMax >= MinimumVbSizeThreshold && indexCount <= MaximumIndexCountThreshold; - } - - /// <summary> - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer. - /// </summary> - /// <param name="mm">GPU memory manager</param> - /// <param name="type">Index buffer element integer type</param> - /// <param name="gpuVa">GPU virtual address of the index buffer</param> - /// <param name="firstIndex">Index of the first index buffer element used on the draw</param> - /// <param name="indexCount">Number of index buffer elements used on the draw</param> - /// <returns>Vertex count</returns> - public static ulong GetVertexCount(MemoryManager mm, IndexType type, ulong gpuVa, int firstIndex, int indexCount) - { - return type switch - { - IndexType.UShort => CountU16(mm, gpuVa, firstIndex, indexCount), - IndexType.UInt => CountU32(mm, gpuVa, firstIndex, indexCount), - _ => CountU8(mm, gpuVa, firstIndex, indexCount) - }; - } - - /// <summary> - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 8-bit indices. - /// </summary> - /// <param name="mm">GPU memory manager</param> - /// <param name="gpuVa">GPU virtual address of the index buffer</param> - /// <param name="firstIndex">Index of the first index buffer element used on the draw</param> - /// <param name="indexCount">Number of index buffer elements used on the draw</param> - /// <returns>Vertex count</returns> - private unsafe static ulong CountU8(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount) - { - uint max = 0; - ReadOnlySpan<byte> data = mm.GetSpan(gpuVa, firstIndex + indexCount); - - if (Avx2.IsSupported) - { - fixed (byte* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~127); - - var result = Vector256<byte>.Zero; - - for (int i = firstIndex; i < endAligned; i += 128) - { - var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i); - var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32); - var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 64); - var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 96); - - var max01 = Avx2.Max(dataVec0, dataVec1); - var max23 = Avx2.Max(dataVec2, dataVec3); - var max0123 = Avx2.Max(max01, max23); - - result = Avx2.Max(result, max0123); - } - - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsByte()); - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsByte()); - result = Avx2.Max(result, Avx2.ShuffleLow(result.AsUInt16(), 0x55).AsByte()); - result = Avx2.Max(result, Avx2.ShiftRightLogical(result.AsUInt16(), 8).AsByte()); - - max = Math.Max(result.GetElement(0), result.GetElement(16)); - - firstIndex = endAligned; - } - } - else if (Sse2.IsSupported) - { - fixed (byte* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~63); - - var result = Vector128<byte>.Zero; - - for (int i = firstIndex; i < endAligned; i += 64) - { - var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i); - var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16); - var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 32); - var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 48); - - var max01 = Sse2.Max(dataVec0, dataVec1); - var max23 = Sse2.Max(dataVec2, dataVec3); - var max0123 = Sse2.Max(max01, max23); - - result = Sse2.Max(result, max0123); - } - - result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsByte()); - result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsByte()); - result = Sse2.Max(result, Sse2.ShuffleLow(result.AsUInt16(), 0x55).AsByte()); - result = Sse2.Max(result, Sse2.ShiftRightLogical(result.AsUInt16(), 8).AsByte()); - - max = result.GetElement(0); - - firstIndex = endAligned; - } - } - - for (int i = firstIndex; i < data.Length; i++) - { - if (max < data[i]) max = data[i]; - } - - return (ulong)max + 1; - } - - /// <summary> - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 16-bit indices. - /// </summary> - /// <param name="mm">GPU memory manager</param> - /// <param name="gpuVa">GPU virtual address of the index buffer</param> - /// <param name="firstIndex">Index of the first index buffer element used on the draw</param> - /// <param name="indexCount">Number of index buffer elements used on the draw</param> - /// <returns>Vertex count</returns> - private unsafe static ulong CountU16(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount) - { - uint max = 0; - ReadOnlySpan<ushort> data = MemoryMarshal.Cast<byte, ushort>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 2)); - - if (Avx2.IsSupported) - { - fixed (ushort* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~63); - - var result = Vector256<ushort>.Zero; - - for (int i = firstIndex; i < endAligned; i += 64) - { - var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i); - var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16); - var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32); - var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 48); - - var max01 = Avx2.Max(dataVec0, dataVec1); - var max23 = Avx2.Max(dataVec2, dataVec3); - var max0123 = Avx2.Max(max01, max23); - - result = Avx2.Max(result, max0123); - } - - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsUInt16()); - result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsUInt16()); - result = Avx2.Max(result, Avx2.ShuffleLow(result, 0x55)); - - max = Math.Max(result.GetElement(0), result.GetElement(8)); - - firstIndex = endAligned; - } - } - else if (Sse41.IsSupported) - { - fixed (ushort* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~31); - - var result = Vector128<ushort>.Zero; - - for (int i = firstIndex; i < endAligned; i += 32) - { - var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i); - var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8); - var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16); - var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 24); - - var max01 = Sse41.Max(dataVec0, dataVec1); - var max23 = Sse41.Max(dataVec2, dataVec3); - var max0123 = Sse41.Max(max01, max23); - - result = Sse41.Max(result, max0123); - } - - result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsUInt16()); - result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsUInt16()); - result = Sse41.Max(result, Sse2.ShuffleLow(result, 0x55)); - - max = result.GetElement(0); - - firstIndex = endAligned; - } - } - - for (int i = firstIndex; i < data.Length; i++) - { - if (max < data[i]) max = data[i]; - } - - return (ulong)max + 1; - } - - /// <summary> - /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 32-bit indices. - /// </summary> - /// <param name="mm">GPU memory manager</param> - /// <param name="gpuVa">GPU virtual address of the index buffer</param> - /// <param name="firstIndex">Index of the first index buffer element used on the draw</param> - /// <param name="indexCount">Number of index buffer elements used on the draw</param> - /// <returns>Vertex count</returns> - private unsafe static ulong CountU32(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount) - { - uint max = 0; - ReadOnlySpan<uint> data = MemoryMarshal.Cast<byte, uint>(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 4)); - - if (Avx2.IsSupported) - { - fixed (uint* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~31); - - var result = Vector256<uint>.Zero; - - for (int i = firstIndex; i < endAligned; i += 32) - { - var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i); - var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 8); - var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16); - var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 24); - - var max01 = Avx2.Max(dataVec0, dataVec1); - var max23 = Avx2.Max(dataVec2, dataVec3); - var max0123 = Avx2.Max(max01, max23); - - result = Avx2.Max(result, max0123); - } - - result = Avx2.Max(result, Avx2.Shuffle(result, 0xee)); - result = Avx2.Max(result, Avx2.Shuffle(result, 0x55)); - - max = Math.Max(result.GetElement(0), result.GetElement(4)); - - firstIndex = endAligned; - } - } - else if (Sse41.IsSupported) - { - fixed (uint* pInput = data) - { - int endAligned = firstIndex + ((data.Length - firstIndex) & ~15); - - var result = Vector128<uint>.Zero; - - for (int i = firstIndex; i < endAligned; i += 16) - { - var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i); - var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 4); - var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8); - var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 12); - - var max01 = Sse41.Max(dataVec0, dataVec1); - var max23 = Sse41.Max(dataVec2, dataVec3); - var max0123 = Sse41.Max(max01, max23); - - result = Sse41.Max(result, max0123); - } - - result = Sse41.Max(result, Sse2.Shuffle(result, 0xee)); - result = Sse41.Max(result, Sse2.Shuffle(result, 0x55)); - - max = result.GetElement(0); - - firstIndex = endAligned; - } - } - - for (int i = firstIndex; i < data.Length; i++) - { - if (max < data[i]) max = data[i]; - } - - return (ulong)max + 1; - } - } -} diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs index da412bdf2..a6953cd27 100644 --- a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs +++ b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs @@ -34,8 +34,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed private byte _vsClipDistancesWritten; private bool _prevDrawIndexed; - private int _prevFirstIndex; - private int _prevIndexCount; private bool _prevTfEnable; /// <summary> @@ -184,25 +182,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed // method when doing indexed draws, so we need to make sure // to update the vertex buffers if we are doing a regular // draw after a indexed one and vice-versa. - if (GraphicsConfig.EnableIndexedVbSizeDetection) + if (_drawState.DrawIndexed != _prevDrawIndexed) { - if (_drawState.DrawIndexed != _prevDrawIndexed || - _drawState.FirstIndex != _prevFirstIndex || - _drawState.IndexCount != _prevIndexCount) - { - _updateTracker.ForceDirty(VertexBufferStateIndex); - _prevDrawIndexed = _drawState.DrawIndexed; - _prevFirstIndex = _drawState.FirstIndex; - _prevIndexCount = _drawState.IndexCount; - } - } - else - { - if (_drawState.DrawIndexed != _prevDrawIndexed) - { - _updateTracker.ForceDirty(VertexBufferStateIndex); - _prevDrawIndexed = _drawState.DrawIndexed; - } + _updateTracker.ForceDirty(VertexBufferStateIndex); + _prevDrawIndexed = _drawState.DrawIndexed; } bool tfEnable = _state.State.TfEnable; @@ -804,25 +787,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed { // This size may be (much) larger than the real vertex buffer size. // Avoid calculating it this way, unless we don't have any other option. - ulong vbSizeMax = endAddress.Pack() - address + 1; - - int firstIndex = _drawState.FirstIndex; - int indexCount = _drawState.IndexCount; - - bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount); - - if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0) - { - IndexType ibType = _state.State.IndexBufferState.Type; - ulong ibGpuVa = _state.State.IndexBufferState.Address.Pack(); - ulong vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount); - - size = Math.Min(vertexCount * (ulong)stride, vbSizeMax); - } - else - { - size = vbSizeMax; - } + size = endAddress.Pack() - address + 1; } else { diff --git a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs index 14735e3bd..7ef102e2c 100644 --- a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs +++ b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs @@ -33,11 +33,6 @@ namespace Ryujinx.Graphics.Gpu /// </summary> public static bool EnableMacroJit = true; - /// <summary> - /// Enables or disables vertex buffer size detection from the index buffer, for indexed draws. - /// </summary> - public static bool EnableIndexedVbSizeDetection = true; - /// <summary> /// Title id of the current running game. /// Used by the shader cache. diff --git a/Ryujinx/Configuration/ConfigurationState.cs b/Ryujinx/Configuration/ConfigurationState.cs index 5291ddc84..fe4ff7746 100644 --- a/Ryujinx/Configuration/ConfigurationState.cs +++ b/Ryujinx/Configuration/ConfigurationState.cs @@ -269,7 +269,7 @@ namespace Ryujinx.Configuration /// Enable or disable keyboard support (Independent from controllers binding) /// </summary> public ReactiveObject<bool> EnableKeyboard { get; private set; } - + /// <summary> /// Enable or disable mouse support (Independent from controllers binding) /// </summary>