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https://git.eden-emu.dev/eden-emu/eden.git
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[vulkan] Adjustments on MSAA and BlitHelpers (#4287)
PR/Commit Owner: CamilleLaVey This PR contains changes complementary to the MSAA refactor from some weeks ago, adds proper shader convert to depth, stencil for msaa and non msaa convertions; removes redundant helpers and unify paths on the resolve functions, just to make the readability and maintainability better; includes fixes for the blit operations on Nvidia, Intel/Windows (previously banned) and ensures Linux retain the fix without extra burden; fixes the QCOM driver bug on resolution upscaling on any games above x1 (includes turnip on A8xx series) and fixes crashes/ resolution upscaled bugs on certain games that used to have wrong viewporting effect on screen or directly device loss on Vulkan. Adds fixes for regressions caused by previous MSAA refactor on games as Fire Emblem: Engage. Special Thanks 1.- Big Smolio (@Gidoly) Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4287 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Samuel <lizzie@eden-emu.dev>
This commit is contained in:
@@ -650,13 +650,6 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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features.shader_float16_int8.shaderFloat16 = false;
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}
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if (is_intel_windows) {
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LOG_WARNING(Render_Vulkan,
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"Intel proprietary drivers do not support MSAA->MSAA image blits. "
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"MSAA scaling will use 3D helpers. MSAA resolves work normally.");
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cant_blit_msaa = true;
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}
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has_broken_compute =
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CheckBrokenCompute(properties.driver.driverID, properties.properties.driverVersion) &&
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!Settings::values.enable_compute_pipelines.GetValue();
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@@ -975,6 +968,12 @@ bool Device::GetSuitability(bool requires_swapchain) {
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FOR_EACH_VK_FEATURE_EXT(FEATURE_EXTENSION);
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FOR_EACH_VK_EXTENSION(EXTENSION);
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extensions.depth_stencil_resolve =
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extensions.depth_stencil_resolve &&
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(instance_version >= VK_API_VERSION_1_2 || extensions.create_renderpass2);
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RemoveExtensionIfUnsuitable(extensions.depth_stencil_resolve,
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VK_KHR_DEPTH_STENCIL_RESOLVE_EXTENSION_NAME);
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if (supported_extensions.contains(VK_KHR_ROBUSTNESS_2_EXTENSION_NAME)) {
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loaded_extensions.erase(VK_EXT_ROBUSTNESS_2_EXTENSION_NAME);
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loaded_extensions.insert(VK_KHR_ROBUSTNESS_2_EXTENSION_NAME);
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@@ -1122,6 +1121,11 @@ bool Device::GetSuitability(bool requires_swapchain) {
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PUSH_DESCRIPTOR_PROPERTIES_KHR;
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SetNext(next, properties.push_descriptor);
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}
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if (extensions.depth_stencil_resolve || instance_version >= VK_API_VERSION_1_2) {
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properties.depth_stencil_resolve.sType =
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES;
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SetNext(next, properties.depth_stencil_resolve);
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}
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if (extensions.descriptor_buffer) {
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properties.descriptor_buffer.sType =
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_BUFFER_PROPERTIES_EXT;
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@@ -91,6 +91,8 @@ VK_DEFINE_HANDLE(VmaAllocator)
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EXTENSION(EXT, SHADER_VIEWPORT_INDEX_LAYER, shader_viewport_index_layer) \
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EXTENSION(EXT, TOOLING_INFO, tooling_info) \
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EXTENSION(EXT, VERTEX_ATTRIBUTE_DIVISOR, vertex_attribute_divisor) \
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EXTENSION(KHR, CREATE_RENDERPASS_2, create_renderpass2) \
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EXTENSION(KHR, DEPTH_STENCIL_RESOLVE, depth_stencil_resolve) \
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EXTENSION(KHR, DRAW_INDIRECT_COUNT, draw_indirect_count) \
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EXTENSION(KHR, DRIVER_PROPERTIES, driver_properties) \
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EXTENSION(KHR, PUSH_DESCRIPTOR, push_descriptor) \
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@@ -613,6 +615,32 @@ FN_MAX_LIMIT_LIST
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return extensions.shader_stencil_export;
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}
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/// Returns true if the device supports VK_KHR_create_renderpass2.
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bool IsKhrCreateRenderPass2Supported() const {
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return extensions.create_renderpass2 || instance_version >= VK_API_VERSION_1_2;
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}
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/// Returns true if the device supports VK_KHR_depth_stencil_resolve.
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bool IsKhrDepthStencilResolveSupported() const {
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return (extensions.depth_stencil_resolve || instance_version >= VK_API_VERSION_1_2) &&
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IsKhrCreateRenderPass2Supported();
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}
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/// Returns the supported resolve modes for the depth aspect.
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VkResolveModeFlags GetDepthResolveModes() const {
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return properties.depth_stencil_resolve.supportedDepthResolveModes;
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}
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/// Returns the supported resolve modes for the stencil aspect.
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VkResolveModeFlags GetStencilResolveModes() const {
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return properties.depth_stencil_resolve.supportedStencilResolveModes;
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}
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/// Returns true if only one of the depth and stencil aspects may be resolved.
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bool SupportsIndependentResolveNone() const {
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return properties.depth_stencil_resolve.independentResolveNone == VK_TRUE;
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}
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/// Returns true if depth/stencil operations can be performed efficiently.
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/// Either through shader export or hardware blits.
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bool CanPerformDepthStencilOperations() const {
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@@ -921,10 +949,6 @@ FN_MAX_LIMIT_LIST
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return supports_d24_depth;
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}
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bool CantBlitMSAA() const {
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return cant_blit_msaa;
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}
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bool MustEmulateScaledFormats() const {
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return must_emulate_scaled_formats;
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}
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@@ -1148,6 +1172,7 @@ private:
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VkPhysicalDeviceSubgroupSizeControlProperties subgroup_size_control{};
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VkPhysicalDeviceTransformFeedbackPropertiesEXT transform_feedback{};
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VkPhysicalDeviceMaintenance5PropertiesKHR maintenance5{};
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VkPhysicalDeviceDepthStencilResolveProperties depth_stencil_resolve{};
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VkPhysicalDeviceProperties properties{};
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};
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@@ -1175,7 +1200,6 @@ private:
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bool has_nsight_graphics{}; ///< Has Nsight Graphics attached
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bool has_radeon_gpu_profiler{}; ///< Has Radeon GPU Profiler attached.
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bool supports_d24_depth{}; ///< Supports D24 depth buffers.
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bool cant_blit_msaa{}; ///< Does not support MSAA<->MSAA blitting.
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bool must_emulate_scaled_formats{}; ///< Requires scaled vertex format emulation
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bool dynamic_state3_blending{}; ///< Has blending features of dynamic_state3.
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bool dynamic_state3_enables{}; ///< Has at least one enable feature of dynamic_state3.
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@@ -184,6 +184,7 @@ void Load(VkDevice device, DeviceDispatch& dld) noexcept {
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X(vkCreatePipelineLayout);
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X(vkCreateQueryPool);
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X(vkCreateRenderPass);
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X(vkCreateRenderPass2);
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X(vkCreateSampler);
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X(vkCreateSemaphore);
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X(vkCreateShaderModule);
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@@ -270,6 +271,10 @@ void Load(VkDevice device, DeviceDispatch& dld) noexcept {
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if (!dld.vkQueueSubmit2) {
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Proc(dld.vkQueueSubmit2, dld, "vkQueueSubmit2KHR", device);
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}
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if (!dld.vkCreateRenderPass2) {
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Proc(dld.vkCreateRenderPass2, dld, "vkCreateRenderPass2KHR", device);
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}
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#undef X
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}
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@@ -725,6 +730,12 @@ RenderPass Device::CreateRenderPass(const VkRenderPassCreateInfo& ci) const {
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return RenderPass(object, handle, *dld);
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}
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RenderPass Device::CreateRenderPass2(const VkRenderPassCreateInfo2& ci) const {
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VkRenderPass object;
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Check(dld->vkCreateRenderPass2(handle, &ci, nullptr, &object));
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return RenderPass(object, handle, *dld);
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}
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DescriptorSetLayout Device::CreateDescriptorSetLayout(
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const VkDescriptorSetLayoutCreateInfo& ci) const {
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VkDescriptorSetLayout object;
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@@ -300,6 +300,7 @@ struct DeviceDispatch : InstanceDispatch {
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PFN_vkCreatePipelineLayout vkCreatePipelineLayout{};
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PFN_vkCreateQueryPool vkCreateQueryPool{};
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PFN_vkCreateRenderPass vkCreateRenderPass{};
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PFN_vkCreateRenderPass2 vkCreateRenderPass2{};
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PFN_vkCreateSampler vkCreateSampler{};
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PFN_vkCreateSemaphore vkCreateSemaphore{};
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PFN_vkCreateShaderModule vkCreateShaderModule{};
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@@ -1045,6 +1046,8 @@ public:
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[[nodiscard]] RenderPass CreateRenderPass(const VkRenderPassCreateInfo& ci) const;
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[[nodiscard]] RenderPass CreateRenderPass2(const VkRenderPassCreateInfo2& ci) const;
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[[nodiscard]] DescriptorSetLayout CreateDescriptorSetLayout(
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const VkDescriptorSetLayoutCreateInfo& ci) const;
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