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Calculate vertex buffer sizes from index buffer (#1663)

* Calculate vertex buffer size from maximum index buffer index

* Increase maximum index buffer count for it to be considered profitable for counting
gdkchan il y a 4 ans
Parent
commit
10d649e6d3

+ 307 - 0
Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs

@@ -0,0 +1,307 @@
+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;
+        }
+    }
+}

+ 39 - 4
Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs

@@ -34,6 +34,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
         private byte _vsClipDistancesWritten;
         private byte _vsClipDistancesWritten;
 
 
         private bool _prevDrawIndexed;
         private bool _prevDrawIndexed;
+        private int _prevFirstIndex;
+        private int _prevIndexCount;
         private bool _prevTfEnable;
         private bool _prevTfEnable;
 
 
         /// <summary>
         /// <summary>
@@ -182,10 +184,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
             // method when doing indexed draws, so we need to make sure
             // method when doing indexed draws, so we need to make sure
             // to update the vertex buffers if we are doing a regular
             // to update the vertex buffers if we are doing a regular
             // draw after a indexed one and vice-versa.
             // draw after a indexed one and vice-versa.
-            if (_drawState.DrawIndexed != _prevDrawIndexed)
+            if (GraphicsConfig.EnableIndexedVbSizeDetection)
             {
             {
-                _updateTracker.ForceDirty(VertexBufferStateIndex);
-                _prevDrawIndexed = _drawState.DrawIndexed;
+                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;
+                }
             }
             }
 
 
             bool tfEnable = _state.State.TfEnable;
             bool tfEnable = _state.State.TfEnable;
@@ -782,7 +799,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
                 {
                 {
                     // This size may be (much) larger than the real vertex buffer size.
                     // 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.
                     // Avoid calculating it this way, unless we don't have any other option.
-                    size = endAddress.Pack() - address + 1;
+                    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;
+                    }
                 }
                 }
                 else
                 else
                 {
                 {

+ 5 - 0
Ryujinx.Graphics.Gpu/GraphicsConfig.cs

@@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Gpu
         /// </summary>
         /// </summary>
         public static bool EnableMacroJit = true;
         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>
         /// <summary>
         /// Title id of the current running game.
         /// Title id of the current running game.
         /// Used by the shader cache.
         /// Used by the shader cache.

+ 1 - 1
Ryujinx/Configuration/ConfigurationState.cs

@@ -269,7 +269,7 @@ namespace Ryujinx.Configuration
             /// Enable or disable keyboard support (Independent from controllers binding)
             /// Enable or disable keyboard support (Independent from controllers binding)
             /// </summary>
             /// </summary>
             public ReactiveObject<bool> EnableKeyboard { get; private set; }
             public ReactiveObject<bool> EnableKeyboard { get; private set; }
-            
+
             /// <summary>
             /// <summary>
             /// Enable or disable mouse support (Independent from controllers binding)
             /// Enable or disable mouse support (Independent from controllers binding)
             /// </summary>
             /// </summary>