Vulkan: Use per-pipeline buffer robustness
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And if the extension is not supported then fallback to enabling robust buffer access for all shaders.
This commit is contained in:
Exzap 2025-05-10 09:48:35 +02:00
parent 081ebead5f
commit 61484598fc
6 changed files with 96 additions and 12 deletions

View file

@ -873,7 +873,7 @@ void PipelineCompiler::InitDynamicState(PipelineInfo* pipelineInfo, bool usesBle
dynamicState.pDynamicStates = dynamicStates.data();
}
bool PipelineCompiler::InitFromCurrentGPUState(PipelineInfo* pipelineInfo, const LatteContextRegister& latteRegister, VKRObjectRenderPass* renderPassObj)
bool PipelineCompiler::InitFromCurrentGPUState(PipelineInfo* pipelineInfo, const LatteContextRegister& latteRegister, VKRObjectRenderPass* renderPassObj, bool requireRobustBufferAccess)
{
VulkanRenderer* vkRenderer = VulkanRenderer::GetInstance();
@ -888,6 +888,7 @@ bool PipelineCompiler::InitFromCurrentGPUState(PipelineInfo* pipelineInfo, const
m_vkGeometryShader = pipelineInfo->geometryShaderVk;
m_vkrObjPipeline = pipelineInfo->m_vkrObjPipeline;
m_renderPassObj = renderPassObj;
m_requestRobustBufferAccess = requireRobustBufferAccess;
// if required generate RECT emulation geometry shader
if (!vkRenderer->m_featureControl.deviceExtensions.nv_fill_rectangle && isPrimitiveRect)
@ -998,6 +999,8 @@ bool PipelineCompiler::Compile(bool forceCompile, bool isRenderThread, bool show
if (!forceCompile)
pipelineInfo.flags |= VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT_EXT;
void* prevStruct = nullptr;
VkPipelineCreationFeedbackCreateInfoEXT creationFeedbackInfo;
VkPipelineCreationFeedbackEXT creationFeedback;
std::vector<VkPipelineCreationFeedbackEXT> creationStageFeedback(0);
@ -1015,9 +1018,25 @@ bool PipelineCompiler::Compile(bool forceCompile, bool isRenderThread, bool show
creationFeedbackInfo.pPipelineCreationFeedback = &creationFeedback;
creationFeedbackInfo.pPipelineStageCreationFeedbacks = creationStageFeedback.data();
creationFeedbackInfo.pipelineStageCreationFeedbackCount = pipelineInfo.stageCount;
pipelineInfo.pNext = &creationFeedbackInfo;
creationFeedbackInfo.pNext = prevStruct;
prevStruct = &creationFeedbackInfo;
}
VkPipelineRobustnessCreateInfoEXT pipelineRobustnessCreateInfo{};
if (vkRenderer->m_featureControl.deviceExtensions.pipeline_robustness && m_requestRobustBufferAccess)
{
// per-pipeline handling of robust buffer access, if the extension is not available then we fall back to device feature robustBufferAccess
pipelineRobustnessCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_ROBUSTNESS_CREATE_INFO_EXT;
pipelineRobustnessCreateInfo.pNext = prevStruct;
prevStruct = &pipelineRobustnessCreateInfo;
pipelineRobustnessCreateInfo.storageBuffers = VK_PIPELINE_ROBUSTNESS_BUFFER_BEHAVIOR_ROBUST_BUFFER_ACCESS_EXT;
pipelineRobustnessCreateInfo.uniformBuffers = VK_PIPELINE_ROBUSTNESS_BUFFER_BEHAVIOR_ROBUST_BUFFER_ACCESS_EXT;
pipelineRobustnessCreateInfo.vertexInputs = VK_PIPELINE_ROBUSTNESS_BUFFER_BEHAVIOR_DEVICE_DEFAULT_EXT;
pipelineRobustnessCreateInfo.images = VK_PIPELINE_ROBUSTNESS_IMAGE_BEHAVIOR_DEVICE_DEFAULT_EXT;
}
pipelineInfo.pNext = prevStruct;
VkPipeline pipeline = VK_NULL_HANDLE;
VkResult result;
uint8 retryCount = 0;
@ -1075,3 +1094,31 @@ void PipelineCompiler::TrackAsCached(uint64 baseHash, uint64 pipelineStateHash)
return;
pipelineCache.AddCurrentStateToCache(baseHash, pipelineStateHash);
}
// calculate whether the pipeline requires robust buffer access
// if there is a potential risk for a shader to do out-of-bounds reads or writes we need to enable robust buffer access
// this can happen when:
// - Streamout is used with too small of a buffer (probably? Could also be some issue with how the streamout array index is calculated -> We can maybe fix this in the future)
// - The shader uses dynamic indices for uniform access. This will trigger the uniform mode to be FULL_CBANK
bool PipelineCompiler::CalcRobustBufferAccessRequirement(LatteDecompilerShader* vertexShader, LatteDecompilerShader* pixelShader, LatteDecompilerShader* geometryShader)
{
bool requiresRobustBufferAcces = false;
if (vertexShader)
{
cemu_assert_debug(vertexShader->shaderType == LatteConst::ShaderType::Vertex);
requiresRobustBufferAcces |= vertexShader->hasStreamoutBufferWrite;
requiresRobustBufferAcces |= vertexShader->uniformMode == LATTE_DECOMPILER_UNIFORM_MODE_FULL_CBANK;
}
if (geometryShader)
{
cemu_assert_debug(geometryShader->shaderType == LatteConst::ShaderType::Geometry);
requiresRobustBufferAcces |= geometryShader->hasStreamoutBufferWrite;
requiresRobustBufferAcces |= geometryShader->uniformMode == LATTE_DECOMPILER_UNIFORM_MODE_FULL_CBANK;
}
if (pixelShader)
{
cemu_assert_debug(pixelShader->shaderType == LatteConst::ShaderType::Pixel);
requiresRobustBufferAcces |= pixelShader->uniformMode == LATTE_DECOMPILER_UNIFORM_MODE_FULL_CBANK;
}
return requiresRobustBufferAcces;
}