yuzu/src/video_core/renderer_vulkan/vk_compute_pipeline.cpp
ReinUsesLisp 0e232cfdc1 renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
Adds optional support for Nsight Aftermath. It is enabled through
ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided
by the environment variable NSIGHT_AFTERMATH_SDK.

Nsight Aftermath allows an application to generate "minidumps" of the
GPU state when a device loss happens. By analysing these on Nsight we
can know what a game was doing and why it triggered a device loss.

The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this
directory is deleted every time a new instance is initialized with
Nsight enabled.

To enable it on yuzu there has a to be a driver and device capable of
running Nsight Aftermath on Vulkan. That means only Turing based GPUs
on the latest stable driver, beta drivers won't work for now.

It is manually enabled in Configuration>Debug>Enable Graphics Debugging
because when using all debugging capabilities there is a runtime cost.
2020-04-14 00:39:21 -03:00

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6.1 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <vector>
#include "video_core/renderer_vulkan/vk_compute_pipeline.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_pipeline_cache.h"
#include "video_core/renderer_vulkan/vk_resource_manager.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/renderer_vulkan/vk_shader_decompiler.h"
#include "video_core/renderer_vulkan/vk_update_descriptor.h"
#include "video_core/renderer_vulkan/wrapper.h"
namespace Vulkan {
VKComputePipeline::VKComputePipeline(const VKDevice& device, VKScheduler& scheduler,
VKDescriptorPool& descriptor_pool,
VKUpdateDescriptorQueue& update_descriptor_queue,
const SPIRVShader& shader)
: device{device}, scheduler{scheduler}, entries{shader.entries},
descriptor_set_layout{CreateDescriptorSetLayout()},
descriptor_allocator{descriptor_pool, *descriptor_set_layout},
update_descriptor_queue{update_descriptor_queue}, layout{CreatePipelineLayout()},
descriptor_template{CreateDescriptorUpdateTemplate()},
shader_module{CreateShaderModule(shader.code)}, pipeline{CreatePipeline()} {}
VKComputePipeline::~VKComputePipeline() = default;
VkDescriptorSet VKComputePipeline::CommitDescriptorSet() {
if (!descriptor_template) {
return {};
}
const auto set = descriptor_allocator.Commit(scheduler.GetFence());
update_descriptor_queue.Send(*descriptor_template, set);
return set;
}
vk::DescriptorSetLayout VKComputePipeline::CreateDescriptorSetLayout() const {
std::vector<VkDescriptorSetLayoutBinding> bindings;
u32 binding = 0;
const auto add_bindings = [&](VkDescriptorType descriptor_type, std::size_t num_entries) {
// TODO(Rodrigo): Maybe make individual bindings here?
for (u32 bindpoint = 0; bindpoint < static_cast<u32>(num_entries); ++bindpoint) {
VkDescriptorSetLayoutBinding& entry = bindings.emplace_back();
entry.binding = binding++;
entry.descriptorType = descriptor_type;
entry.descriptorCount = 1;
entry.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
entry.pImmutableSamplers = nullptr;
}
};
add_bindings(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, entries.const_buffers.size());
add_bindings(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, entries.global_buffers.size());
add_bindings(VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, entries.texel_buffers.size());
add_bindings(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, entries.samplers.size());
add_bindings(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, entries.images.size());
VkDescriptorSetLayoutCreateInfo ci;
ci.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
ci.pNext = nullptr;
ci.flags = 0;
ci.bindingCount = static_cast<u32>(bindings.size());
ci.pBindings = bindings.data();
return device.GetLogical().CreateDescriptorSetLayout(ci);
}
vk::PipelineLayout VKComputePipeline::CreatePipelineLayout() const {
VkPipelineLayoutCreateInfo ci;
ci.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
ci.pNext = nullptr;
ci.flags = 0;
ci.setLayoutCount = 1;
ci.pSetLayouts = descriptor_set_layout.address();
ci.pushConstantRangeCount = 0;
ci.pPushConstantRanges = nullptr;
return device.GetLogical().CreatePipelineLayout(ci);
}
vk::DescriptorUpdateTemplateKHR VKComputePipeline::CreateDescriptorUpdateTemplate() const {
std::vector<VkDescriptorUpdateTemplateEntryKHR> template_entries;
u32 binding = 0;
u32 offset = 0;
FillDescriptorUpdateTemplateEntries(entries, binding, offset, template_entries);
if (template_entries.empty()) {
// If the shader doesn't use descriptor sets, skip template creation.
return {};
}
VkDescriptorUpdateTemplateCreateInfoKHR ci;
ci.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO_KHR;
ci.pNext = nullptr;
ci.flags = 0;
ci.descriptorUpdateEntryCount = static_cast<u32>(template_entries.size());
ci.pDescriptorUpdateEntries = template_entries.data();
ci.templateType = VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET_KHR;
ci.descriptorSetLayout = *descriptor_set_layout;
ci.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
ci.pipelineLayout = *layout;
ci.set = DESCRIPTOR_SET;
return device.GetLogical().CreateDescriptorUpdateTemplateKHR(ci);
}
vk::ShaderModule VKComputePipeline::CreateShaderModule(const std::vector<u32>& code) const {
device.SaveShader(code);
VkShaderModuleCreateInfo ci;
ci.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
ci.pNext = nullptr;
ci.flags = 0;
ci.codeSize = code.size() * sizeof(u32);
ci.pCode = code.data();
return device.GetLogical().CreateShaderModule(ci);
}
vk::Pipeline VKComputePipeline::CreatePipeline() const {
VkComputePipelineCreateInfo ci;
VkPipelineShaderStageCreateInfo& stage_ci = ci.stage;
stage_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage_ci.pNext = nullptr;
stage_ci.flags = 0;
stage_ci.stage = VK_SHADER_STAGE_COMPUTE_BIT;
stage_ci.module = *shader_module;
stage_ci.pName = "main";
stage_ci.pSpecializationInfo = nullptr;
VkPipelineShaderStageRequiredSubgroupSizeCreateInfoEXT subgroup_size_ci;
subgroup_size_ci.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_REQUIRED_SUBGROUP_SIZE_CREATE_INFO_EXT;
subgroup_size_ci.pNext = nullptr;
subgroup_size_ci.requiredSubgroupSize = GuestWarpSize;
if (entries.uses_warps && device.IsGuestWarpSizeSupported(VK_SHADER_STAGE_COMPUTE_BIT)) {
stage_ci.pNext = &subgroup_size_ci;
}
ci.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
ci.pNext = nullptr;
ci.flags = 0;
ci.layout = *layout;
ci.basePipelineHandle = nullptr;
ci.basePipelineIndex = 0;
return device.GetLogical().CreateComputePipeline(ci);
}
} // namespace Vulkan