Files
Ryujinx/src/Ryujinx.Graphics.Vulkan/PipelineBase.cs
riperiperi 492a046335 Vulkan: Buffer Mirrors for MacOS performance (#4899)
* Initial implementation of buffer mirrors

Generally slower right now, goal is to reduce render passes in games that do inline updates

Fix support buffer mirrors

Reintroduce vertex buffer mirror

Add storage buffer support

Optimisation part 1

More optimisation

Avoid useless data copies.

Remove unused cbIndex stuff

Properly set write flag for storage buffers.

Fix minor issues

Not sure why this was here.

Fix BufferRangeList

Fix some big issues

Align storage buffers rather than getting full buffer as a range

Improves mirrorability of read-only storage buffers

Increase staging buffer size, as it now contains mirrors

Fix some issues with buffers not updating

Fix buffer SetDataUnchecked offset for one of the paths when using mirrors

Fix buffer mirrors interaction with buffer textures

Fix mirror rebinding

Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass

Fix mirrors rebase

Fix rebase 2023

* Fix crash when using stale vertex buffer

Similar to `Get` with a size that's too large, just treat it as a clamp.

* Explicitly set support buffer as mirrorable

* Address feedback

* Remove unused fragment of MVK workaround

* Replace logging for staging buffer OOM

* Address format issues

* Address more format issues

* Mini cleanup

* Address more things

* Rename BufferRangeList

* Support bounding range for ClearMirrors and UploadPendingData

* Add maximum size for vertex buffer mirrors

* Enable index buffer mirrors

Enabled on all platforms for the IbStreamer.

* Feedback

* Remove mystery BufferCache change

Probably macos related?

* Fix mirrors not creating when staging buffer is empty.

* Change log level to debug
2023-08-14 14:18:47 -03:00

1748 lines
62 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Silk.NET.Vulkan;
using System;
using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using CompareOp = Ryujinx.Graphics.GAL.CompareOp;
using Format = Ryujinx.Graphics.GAL.Format;
using FrontFace = Ryujinx.Graphics.GAL.FrontFace;
using IndexType = Ryujinx.Graphics.GAL.IndexType;
using PolygonMode = Ryujinx.Graphics.GAL.PolygonMode;
using PrimitiveTopology = Ryujinx.Graphics.GAL.PrimitiveTopology;
using Viewport = Ryujinx.Graphics.GAL.Viewport;
namespace Ryujinx.Graphics.Vulkan
{
class PipelineBase : IDisposable
{
public const int DescriptorSetLayouts = 4;
public const int UniformSetIndex = 0;
public const int StorageSetIndex = 1;
public const int TextureSetIndex = 2;
public const int ImageSetIndex = 3;
protected readonly VulkanRenderer Gd;
protected readonly Device Device;
public readonly PipelineCache PipelineCache;
public readonly AutoFlushCounter AutoFlush;
protected PipelineDynamicState DynamicState;
private PipelineState _newState;
private bool _stateDirty;
private PrimitiveTopology _topology;
private ulong _currentPipelineHandle;
protected Auto<DisposablePipeline> Pipeline;
protected PipelineBindPoint Pbp;
protected CommandBufferScoped Cbs;
protected CommandBufferScoped? PreloadCbs;
protected CommandBuffer CommandBuffer;
public CommandBufferScoped CurrentCommandBuffer => Cbs;
private ShaderCollection _program;
protected FramebufferParams FramebufferParams;
private Auto<DisposableFramebuffer> _framebuffer;
private Auto<DisposableRenderPass> _renderPass;
private int _writtenAttachmentCount;
private bool _framebufferUsingColorWriteMask;
private ITexture[] _preMaskColors;
private ITexture _preMaskDepthStencil;
private readonly DescriptorSetUpdater _descriptorSetUpdater;
private IndexBufferState _indexBuffer;
private IndexBufferPattern _indexBufferPattern;
private readonly BufferState[] _transformFeedbackBuffers;
private readonly VertexBufferState[] _vertexBuffers;
private ulong _vertexBuffersDirty;
protected Rectangle<int> ClearScissor;
private readonly VertexBufferUpdater _vertexBufferUpdater;
public IndexBufferPattern QuadsToTrisPattern;
public IndexBufferPattern TriFanToTrisPattern;
private bool _needsIndexBufferRebind;
private bool _needsTransformFeedbackBuffersRebind;
private bool _tfEnabled;
private bool _tfActive;
private readonly PipelineColorBlendAttachmentState[] _storedBlend;
private ulong _drawCountSinceBarrier;
public ulong DrawCount { get; private set; }
public bool RenderPassActive { get; private set; }
public unsafe PipelineBase(VulkanRenderer gd, Device device)
{
Gd = gd;
Device = device;
AutoFlush = new AutoFlushCounter(gd);
var pipelineCacheCreateInfo = new PipelineCacheCreateInfo
{
SType = StructureType.PipelineCacheCreateInfo,
};
gd.Api.CreatePipelineCache(device, pipelineCacheCreateInfo, null, out PipelineCache).ThrowOnError();
_descriptorSetUpdater = new DescriptorSetUpdater(gd, this);
_vertexBufferUpdater = new VertexBufferUpdater(gd);
_transformFeedbackBuffers = new BufferState[Constants.MaxTransformFeedbackBuffers];
_vertexBuffers = new VertexBufferState[Constants.MaxVertexBuffers + 1];
const int EmptyVbSize = 16;
using var emptyVb = gd.BufferManager.Create(gd, EmptyVbSize);
emptyVb.SetData(0, new byte[EmptyVbSize]);
_vertexBuffers[0] = new VertexBufferState(emptyVb.GetBuffer(), 0, 0, EmptyVbSize);
_vertexBuffersDirty = ulong.MaxValue >> (64 - _vertexBuffers.Length);
ClearScissor = new Rectangle<int>(0, 0, 0xffff, 0xffff);
_storedBlend = new PipelineColorBlendAttachmentState[Constants.MaxRenderTargets];
_newState.Initialize();
}
public void Initialize()
{
_descriptorSetUpdater.Initialize();
QuadsToTrisPattern = new IndexBufferPattern(Gd, 4, 6, 0, new[] { 0, 1, 2, 0, 2, 3 }, 4, false);
TriFanToTrisPattern = new IndexBufferPattern(Gd, 3, 3, 2, new[] { int.MinValue, -1, 0 }, 1, true);
}
public unsafe void Barrier()
{
if (_drawCountSinceBarrier != DrawCount)
{
_drawCountSinceBarrier = DrawCount;
// Barriers are not supported inside a render pass on Apple GPUs.
// As a workaround, end the render pass.
if (Gd.Vendor == Vendor.Apple)
{
EndRenderPass();
}
}
MemoryBarrier memoryBarrier = new()
{
SType = StructureType.MemoryBarrier,
SrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
DstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
};
Gd.Api.CmdPipelineBarrier(
CommandBuffer,
PipelineStageFlags.FragmentShaderBit,
PipelineStageFlags.FragmentShaderBit,
0,
1,
memoryBarrier,
0,
null,
0,
null);
}
public void ComputeBarrier()
{
MemoryBarrier memoryBarrier = new()
{
SType = StructureType.MemoryBarrier,
SrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
DstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
};
Gd.Api.CmdPipelineBarrier(
CommandBuffer,
PipelineStageFlags.ComputeShaderBit,
PipelineStageFlags.AllCommandsBit,
0,
1,
new ReadOnlySpan<MemoryBarrier>(memoryBarrier),
0,
ReadOnlySpan<BufferMemoryBarrier>.Empty,
0,
ReadOnlySpan<ImageMemoryBarrier>.Empty);
}
public void BeginTransformFeedback(PrimitiveTopology topology)
{
_tfEnabled = true;
}
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
{
EndRenderPass();
var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, offset, size, true).Get(Cbs, offset, size, true).Value;
BufferHolder.InsertBufferBarrier(
Gd,
Cbs.CommandBuffer,
dst,
BufferHolder.DefaultAccessFlags,
AccessFlags.TransferWriteBit,
PipelineStageFlags.AllCommandsBit,
PipelineStageFlags.TransferBit,
offset,
size);
Gd.Api.CmdFillBuffer(CommandBuffer, dst, (ulong)offset, (ulong)size, value);
BufferHolder.InsertBufferBarrier(
Gd,
Cbs.CommandBuffer,
dst,
AccessFlags.TransferWriteBit,
BufferHolder.DefaultAccessFlags,
PipelineStageFlags.TransferBit,
PipelineStageFlags.AllCommandsBit,
offset,
size);
}
public unsafe void ClearRenderTargetColor(int index, int layer, int layerCount, ColorF color)
{
if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index))
{
return;
}
if (_renderPass == null)
{
CreateRenderPass();
}
BeginRenderPass();
var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
var attachment = new ClearAttachment(ImageAspectFlags.ColorBit, (uint)index, clearValue);
var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
FramebufferParams.InsertClearBarrier(Cbs, index);
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
}
public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
// TODO: Use stencilMask (fully).
if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
{
return;
}
var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
var flags = depthMask ? ImageAspectFlags.DepthBit : 0;
if (stencilMask != 0)
{
flags |= ImageAspectFlags.StencilBit;
}
flags &= FramebufferParams.GetDepthStencilAspectFlags();
if (flags == ImageAspectFlags.None)
{
return;
}
if (_renderPass == null)
{
CreateRenderPass();
}
BeginRenderPass();
var attachment = new ClearAttachment(flags, 0, clearValue);
var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
FramebufferParams.InsertClearBarrierDS(Cbs);
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
}
public unsafe void CommandBufferBarrier()
{
MemoryBarrier memoryBarrier = new()
{
SType = StructureType.MemoryBarrier,
SrcAccessMask = BufferHolder.DefaultAccessFlags,
DstAccessMask = AccessFlags.IndirectCommandReadBit,
};
Gd.Api.CmdPipelineBarrier(
CommandBuffer,
PipelineStageFlags.AllCommandsBit,
PipelineStageFlags.DrawIndirectBit,
0,
1,
memoryBarrier,
0,
null,
0,
null);
}
public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
{
EndRenderPass();
var src = Gd.BufferManager.GetBuffer(CommandBuffer, source, srcOffset, size, false);
var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, dstOffset, size, true);
BufferHolder.Copy(Gd, Cbs, src, dst, srcOffset, dstOffset, size);
}
public void DirtyVertexBuffer(Auto<DisposableBuffer> buffer)
{
for (int i = 0; i < _vertexBuffers.Length; i++)
{
if (_vertexBuffers[i].BoundEquals(buffer))
{
_vertexBuffersDirty |= 1UL << i;
}
}
}
public void DirtyIndexBuffer(Auto<DisposableBuffer> buffer)
{
if (_indexBuffer.BoundEquals(buffer))
{
_needsIndexBufferRebind = true;
}
}
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
{
if (!_program.IsLinked)
{
return;
}
EndRenderPass();
RecreatePipelineIfNeeded(PipelineBindPoint.Compute);
Gd.Api.CmdDispatch(CommandBuffer, (uint)groupsX, (uint)groupsY, (uint)groupsZ);
}
public void DispatchComputeIndirect(Auto<DisposableBuffer> indirectBuffer, int indirectBufferOffset)
{
if (!_program.IsLinked)
{
return;
}
EndRenderPass();
RecreatePipelineIfNeeded(PipelineBindPoint.Compute);
Gd.Api.CmdDispatchIndirect(CommandBuffer, indirectBuffer.Get(Cbs, indirectBufferOffset, 12).Value, (ulong)indirectBufferOffset);
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
{
if (!_program.IsLinked || vertexCount == 0)
{
return;
}
RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
BeginRenderPass();
DrawCount++;
if (Gd.TopologyUnsupported(_topology))
{
// Temporarily bind a conversion pattern as an index buffer.
_needsIndexBufferRebind = true;
IndexBufferPattern pattern = _topology switch
{
PrimitiveTopology.Quads => QuadsToTrisPattern,
PrimitiveTopology.TriangleFan or
PrimitiveTopology.Polygon => TriFanToTrisPattern,
_ => throw new NotSupportedException($"Unsupported topology: {_topology}"),
};
BufferHandle handle = pattern.GetRepeatingBuffer(vertexCount, out int indexCount);
var buffer = Gd.BufferManager.GetBuffer(CommandBuffer, handle, false);
Gd.Api.CmdBindIndexBuffer(CommandBuffer, buffer.Get(Cbs, 0, indexCount * sizeof(int)).Value, 0, Silk.NET.Vulkan.IndexType.Uint32);
BeginRenderPass(); // May have been interrupted to set buffer data.
ResumeTransformFeedbackInternal();
Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)indexCount, (uint)instanceCount, 0, firstVertex, (uint)firstInstance);
}
else
{
ResumeTransformFeedbackInternal();
Gd.Api.CmdDraw(CommandBuffer, (uint)vertexCount, (uint)instanceCount, (uint)firstVertex, (uint)firstInstance);
}
}
private void UpdateIndexBufferPattern()
{
IndexBufferPattern pattern = null;
if (Gd.TopologyUnsupported(_topology))
{
pattern = _topology switch
{
PrimitiveTopology.Quads => QuadsToTrisPattern,
PrimitiveTopology.TriangleFan or
PrimitiveTopology.Polygon => TriFanToTrisPattern,
_ => throw new NotSupportedException($"Unsupported topology: {_topology}"),
};
}
if (_indexBufferPattern != pattern)
{
_indexBufferPattern = pattern;
_needsIndexBufferRebind = true;
}
}
public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
{
if (!_program.IsLinked || indexCount == 0)
{
return;
}
UpdateIndexBufferPattern();
RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
BeginRenderPass();
DrawCount++;
if (_indexBufferPattern != null)
{
// Convert the index buffer into a supported topology.
IndexBufferPattern pattern = _indexBufferPattern;
int convertedCount = pattern.GetConvertedCount(indexCount);
if (_needsIndexBufferRebind)
{
_indexBuffer.BindConvertedIndexBuffer(Gd, Cbs, firstIndex, indexCount, convertedCount, pattern);
_needsIndexBufferRebind = false;
}
BeginRenderPass(); // May have been interrupted to set buffer data.
ResumeTransformFeedbackInternal();
Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)convertedCount, (uint)instanceCount, 0, firstVertex, (uint)firstInstance);
}
else
{
ResumeTransformFeedbackInternal();
Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)indexCount, (uint)instanceCount, (uint)firstIndex, firstVertex, (uint)firstInstance);
}
}
public void DrawIndexedIndirect(BufferRange indirectBuffer)
{
if (!_program.IsLinked)
{
return;
}
var buffer = Gd.BufferManager
.GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
.Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
UpdateIndexBufferPattern();
RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
BeginRenderPass();
DrawCount++;
if (_indexBufferPattern != null)
{
// Convert the index buffer into a supported topology.
IndexBufferPattern pattern = _indexBufferPattern;
Auto<DisposableBuffer> indirectBufferAuto = _indexBuffer.BindConvertedIndexBufferIndirect(
Gd,
Cbs,
indirectBuffer,
BufferRange.Empty,
pattern,
false,
1,
indirectBuffer.Size);
_needsIndexBufferRebind = false;
BeginRenderPass(); // May have been interrupted to set buffer data.
ResumeTransformFeedbackInternal();
Gd.Api.CmdDrawIndexedIndirect(CommandBuffer, indirectBufferAuto.Get(Cbs, 0, indirectBuffer.Size).Value, 0, 1, (uint)indirectBuffer.Size);
}
else
{
ResumeTransformFeedbackInternal();
Gd.Api.CmdDrawIndexedIndirect(CommandBuffer, buffer, (ulong)indirectBuffer.Offset, 1, (uint)indirectBuffer.Size);
}
}
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
if (!_program.IsLinked)
{
return;
}
var countBuffer = Gd.BufferManager
.GetBuffer(CommandBuffer, parameterBuffer.Handle, parameterBuffer.Offset, parameterBuffer.Size, false)
.Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
var buffer = Gd.BufferManager
.GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
.Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
UpdateIndexBufferPattern();
RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
BeginRenderPass();
DrawCount++;
if (_indexBufferPattern != null)
{
// Convert the index buffer into a supported topology.
IndexBufferPattern pattern = _indexBufferPattern;
Auto<DisposableBuffer> indirectBufferAuto = _indexBuffer.BindConvertedIndexBufferIndirect(
Gd,
Cbs,
indirectBuffer,
parameterBuffer,
pattern,
true,
maxDrawCount,
stride);
_needsIndexBufferRebind = false;
BeginRenderPass(); // May have been interrupted to set buffer data.
ResumeTransformFeedbackInternal();
if (Gd.Capabilities.SupportsIndirectParameters)
{
Gd.DrawIndirectCountApi.CmdDrawIndexedIndirectCount(
CommandBuffer,
indirectBufferAuto.Get(Cbs, 0, indirectBuffer.Size).Value,
0,
countBuffer,
(ulong)parameterBuffer.Offset,
(uint)maxDrawCount,
(uint)stride);
}
else
{
// This is also fine because the indirect data conversion always zeros
// the entries that are past the current draw count.
Gd.Api.CmdDrawIndexedIndirect(
CommandBuffer,
indirectBufferAuto.Get(Cbs, 0, indirectBuffer.Size).Value,
0,
(uint)maxDrawCount,
(uint)stride);
}
}
else
{
ResumeTransformFeedbackInternal();
if (Gd.Capabilities.SupportsIndirectParameters)
{
Gd.DrawIndirectCountApi.CmdDrawIndexedIndirectCount(
CommandBuffer,
buffer,
(ulong)indirectBuffer.Offset,
countBuffer,
(ulong)parameterBuffer.Offset,
(uint)maxDrawCount,
(uint)stride);
}
else
{
// Not fully correct, but we can't do much better if the host does not support indirect count.
Gd.Api.CmdDrawIndexedIndirect(
CommandBuffer,
buffer,
(ulong)indirectBuffer.Offset,
(uint)maxDrawCount,
(uint)stride);
}
}
}
public void DrawIndirect(BufferRange indirectBuffer)
{
if (!_program.IsLinked)
{
return;
}
// TODO: Support quads and other unsupported topologies.
var buffer = Gd.BufferManager
.GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
.Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size, false).Value;
RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
BeginRenderPass();
ResumeTransformFeedbackInternal();
DrawCount++;
Gd.Api.CmdDrawIndirect(CommandBuffer, buffer, (ulong)indirectBuffer.Offset, 1, (uint)indirectBuffer.Size);
}
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
if (!Gd.Capabilities.SupportsIndirectParameters)
{
// TODO: Fallback for when this is not supported.
throw new NotSupportedException();
}
if (!_program.IsLinked)
{
return;
}
var buffer = Gd.BufferManager
.GetBuffer(CommandBuffer, indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
.Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size, false).Value;
var countBuffer = Gd.BufferManager
.GetBuffer(CommandBuffer, parameterBuffer.Handle, parameterBuffer.Offset, parameterBuffer.Size, false)
.Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size, false).Value;
// TODO: Support quads and other unsupported topologies.
RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
BeginRenderPass();
ResumeTransformFeedbackInternal();
DrawCount++;
Gd.DrawIndirectCountApi.CmdDrawIndirectCount(
CommandBuffer,
buffer,
(ulong)indirectBuffer.Offset,
countBuffer,
(ulong)parameterBuffer.Offset,
(uint)maxDrawCount,
(uint)stride);
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
if (texture is TextureView srcTexture)
{
var oldCullMode = _newState.CullMode;
var oldStencilTestEnable = _newState.StencilTestEnable;
var oldDepthTestEnable = _newState.DepthTestEnable;
var oldDepthWriteEnable = _newState.DepthWriteEnable;
var oldTopology = _newState.Topology;
var oldViewports = DynamicState.Viewports;
var oldViewportsCount = _newState.ViewportsCount;
_newState.CullMode = CullModeFlags.None;
_newState.StencilTestEnable = false;
_newState.DepthTestEnable = false;
_newState.DepthWriteEnable = false;
SignalStateChange();
Gd.HelperShader.DrawTexture(
Gd,
this,
srcTexture,
sampler,
srcRegion,
dstRegion);
_newState.CullMode = oldCullMode;
_newState.StencilTestEnable = oldStencilTestEnable;
_newState.DepthTestEnable = oldDepthTestEnable;
_newState.DepthWriteEnable = oldDepthWriteEnable;
_newState.Topology = oldTopology;
DynamicState.SetViewports(ref oldViewports, oldViewportsCount);
_newState.ViewportsCount = oldViewportsCount;
SignalStateChange();
}
}
public void EndTransformFeedback()
{
PauseTransformFeedbackInternal();
_tfEnabled = false;
}
public bool IsCommandBufferActive(CommandBuffer cb)
{
return CommandBuffer.Handle == cb.Handle;
}
internal void Rebind(Auto<DisposableBuffer> buffer, int offset, int size)
{
_descriptorSetUpdater.Rebind(buffer, offset, size);
if (_indexBuffer.Overlaps(buffer, offset, size))
{
_indexBuffer.BindIndexBuffer(Gd, Cbs);
}
for (int i = 0; i < _vertexBuffers.Length; i++)
{
if (_vertexBuffers[i].Overlaps(buffer, offset, size))
{
_vertexBuffers[i].BindVertexBuffer(Gd, Cbs, (uint)i, ref _newState, _vertexBufferUpdater);
}
}
_vertexBufferUpdater.Commit(Cbs);
}
#pragma warning disable CA1822 // Mark member as static
public void SetAlphaTest(bool enable, float reference, CompareOp op)
{
// This is currently handled using shader specialization, as Vulkan does not support alpha test.
// In the future, we may want to use this to write the reference value into the support buffer,
// to avoid creating one version of the shader per reference value used.
}
#pragma warning restore CA1822
public void SetBlendState(AdvancedBlendDescriptor blend)
{
for (int index = 0; index < Constants.MaxRenderTargets; index++)
{
ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[index];
if (index == 0)
{
var blendOp = blend.Op.Convert();
vkBlend = new PipelineColorBlendAttachmentState(
blendEnable: true,
colorBlendOp: blendOp,
alphaBlendOp: blendOp,
colorWriteMask: vkBlend.ColorWriteMask);
if (Gd.Capabilities.SupportsBlendEquationAdvancedNonPreMultipliedSrcColor)
{
_newState.AdvancedBlendSrcPreMultiplied = blend.SrcPreMultiplied;
}
if (Gd.Capabilities.SupportsBlendEquationAdvancedCorrelatedOverlap)
{
_newState.AdvancedBlendOverlap = blend.Overlap.Convert();
}
}
else
{
vkBlend = new PipelineColorBlendAttachmentState(
colorWriteMask: vkBlend.ColorWriteMask);
}
if (vkBlend.ColorWriteMask == 0)
{
_storedBlend[index] = vkBlend;
vkBlend = new PipelineColorBlendAttachmentState();
}
}
SignalStateChange();
}
public void SetBlendState(int index, BlendDescriptor blend)
{
ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[index];
if (blend.Enable)
{
vkBlend.BlendEnable = blend.Enable;
vkBlend.SrcColorBlendFactor = blend.ColorSrcFactor.Convert();
vkBlend.DstColorBlendFactor = blend.ColorDstFactor.Convert();
vkBlend.ColorBlendOp = blend.ColorOp.Convert();
vkBlend.SrcAlphaBlendFactor = blend.AlphaSrcFactor.Convert();
vkBlend.DstAlphaBlendFactor = blend.AlphaDstFactor.Convert();
vkBlend.AlphaBlendOp = blend.AlphaOp.Convert();
}
else
{
vkBlend = new PipelineColorBlendAttachmentState(
colorWriteMask: vkBlend.ColorWriteMask);
}
if (vkBlend.ColorWriteMask == 0)
{
_storedBlend[index] = vkBlend;
vkBlend = new PipelineColorBlendAttachmentState();
}
DynamicState.SetBlendConstants(
blend.BlendConstant.Red,
blend.BlendConstant.Green,
blend.BlendConstant.Blue,
blend.BlendConstant.Alpha);
// Reset advanced blend state back defaults to the cache to help the pipeline cache.
_newState.AdvancedBlendSrcPreMultiplied = true;
_newState.AdvancedBlendDstPreMultiplied = true;
_newState.AdvancedBlendOverlap = BlendOverlapEXT.UncorrelatedExt;
SignalStateChange();
}
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
{
DynamicState.SetDepthBias(factor, units, clamp);
_newState.DepthBiasEnable = enables != 0;
SignalStateChange();
}
public void SetDepthClamp(bool clamp)
{
_newState.DepthClampEnable = clamp;
SignalStateChange();
}
public void SetDepthMode(DepthMode mode)
{
bool oldMode = _newState.DepthMode;
_newState.DepthMode = mode == DepthMode.MinusOneToOne;
if (_newState.DepthMode != oldMode)
{
SignalStateChange();
}
}
public void SetDepthTest(DepthTestDescriptor depthTest)
{
_newState.DepthTestEnable = depthTest.TestEnable;
_newState.DepthWriteEnable = depthTest.WriteEnable;
_newState.DepthCompareOp = depthTest.Func.Convert();
SignalStateChange();
}
public void SetFaceCulling(bool enable, Face face)
{
_newState.CullMode = enable ? face.Convert() : CullModeFlags.None;
SignalStateChange();
}
public void SetFrontFace(FrontFace frontFace)
{
_newState.FrontFace = frontFace.Convert();
SignalStateChange();
}
public void SetImage(int binding, ITexture image, Format imageFormat)
{
_descriptorSetUpdater.SetImage(binding, image, imageFormat);
}
public void SetImage(int binding, Auto<DisposableImageView> image)
{
_descriptorSetUpdater.SetImage(binding, image);
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
if (buffer.Handle != BufferHandle.Null)
{
_indexBuffer = new IndexBufferState(buffer.Handle, buffer.Offset, buffer.Size, type.Convert());
}
else
{
_indexBuffer = IndexBufferState.Null;
}
_needsIndexBufferRebind = true;
}
public void SetLineParameters(float width, bool smooth)
{
_newState.LineWidth = width;
SignalStateChange();
}
public void SetLogicOpState(bool enable, LogicalOp op)
{
_newState.LogicOpEnable = enable;
_newState.LogicOp = op.Convert();
SignalStateChange();
}
public void SetMultisampleState(MultisampleDescriptor multisample)
{
_newState.AlphaToCoverageEnable = multisample.AlphaToCoverageEnable;
_newState.AlphaToOneEnable = multisample.AlphaToOneEnable;
SignalStateChange();
}
public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
{
_newState.PatchControlPoints = (uint)vertices;
SignalStateChange();
// TODO: Default levels (likely needs emulation on shaders?)
}
#pragma warning disable CA1822 // Mark member as static
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
{
// TODO.
}
public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
{
// TODO.
}
#pragma warning restore CA1822
public void SetPrimitiveRestart(bool enable, int index)
{
_newState.PrimitiveRestartEnable = enable;
// TODO: What to do about the index?
SignalStateChange();
}
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_topology = topology;
var vkTopology = Gd.TopologyRemap(topology).Convert();
_newState.Topology = vkTopology;
SignalStateChange();
}
public void SetProgram(IProgram program)
{
var internalProgram = (ShaderCollection)program;
var stages = internalProgram.GetInfos();
_program = internalProgram;
_descriptorSetUpdater.SetProgram(internalProgram);
_newState.PipelineLayout = internalProgram.PipelineLayout;
_newState.StagesCount = (uint)stages.Length;
stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
SignalStateChange();
if (internalProgram.IsCompute)
{
EndRenderPass();
}
}
public void Specialize<T>(in T data) where T : unmanaged
{
var dataSpan = MemoryMarshal.AsBytes(MemoryMarshal.CreateReadOnlySpan(ref Unsafe.AsRef(in data), 1));
if (!dataSpan.SequenceEqual(_newState.SpecializationData.Span))
{
_newState.SpecializationData = new SpecData(dataSpan);
SignalStateChange();
}
}
protected virtual void SignalAttachmentChange()
{
}
public void SetRasterizerDiscard(bool discard)
{
_newState.RasterizerDiscardEnable = discard;
SignalStateChange();
}
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
{
int count = Math.Min(Constants.MaxRenderTargets, componentMask.Length);
int writtenAttachments = 0;
for (int i = 0; i < count; i++)
{
ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
var newMask = (ColorComponentFlags)componentMask[i];
// When color write mask is 0, remove all blend state to help the pipeline cache.
// Restore it when the mask becomes non-zero.
if (vkBlend.ColorWriteMask != newMask)
{
if (newMask == 0)
{
_storedBlend[i] = vkBlend;
vkBlend = new PipelineColorBlendAttachmentState();
}
else if (vkBlend.ColorWriteMask == 0)
{
vkBlend = _storedBlend[i];
}
}
vkBlend.ColorWriteMask = newMask;
if (componentMask[i] != 0)
{
writtenAttachments++;
}
}
if (_framebufferUsingColorWriteMask)
{
SetRenderTargetsInternal(_preMaskColors, _preMaskDepthStencil, true);
}
else
{
SignalStateChange();
if (writtenAttachments != _writtenAttachmentCount)
{
SignalAttachmentChange();
_writtenAttachmentCount = writtenAttachments;
}
}
}
private void SetRenderTargetsInternal(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
{
CreateFramebuffer(colors, depthStencil, filterWriteMasked);
FramebufferParams?.UpdateModifications();
CreateRenderPass();
SignalStateChange();
SignalAttachmentChange();
}
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_framebufferUsingColorWriteMask = false;
SetRenderTargetsInternal(colors, depthStencil, Gd.IsTBDR);
}
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
{
int maxScissors = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
int count = Math.Min(maxScissors, regions.Length);
if (count > 0)
{
ClearScissor = regions[0];
}
for (int i = 0; i < count; i++)
{
var region = regions[i];
var offset = new Offset2D(region.X, region.Y);
var extent = new Extent2D((uint)region.Width, (uint)region.Height);
DynamicState.SetScissor(i, new Rect2D(offset, extent));
}
DynamicState.ScissorsCount = count;
_newState.ScissorsCount = (uint)count;
SignalStateChange();
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
DynamicState.SetStencilMasks(
(uint)stencilTest.BackFuncMask,
(uint)stencilTest.BackMask,
(uint)stencilTest.BackFuncRef,
(uint)stencilTest.FrontFuncMask,
(uint)stencilTest.FrontMask,
(uint)stencilTest.FrontFuncRef);
_newState.StencilTestEnable = stencilTest.TestEnable;
_newState.StencilBackFailOp = stencilTest.BackSFail.Convert();
_newState.StencilBackPassOp = stencilTest.BackDpPass.Convert();
_newState.StencilBackDepthFailOp = stencilTest.BackDpFail.Convert();
_newState.StencilBackCompareOp = stencilTest.BackFunc.Convert();
_newState.StencilFrontFailOp = stencilTest.FrontSFail.Convert();
_newState.StencilFrontPassOp = stencilTest.FrontDpPass.Convert();
_newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
_newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
SignalStateChange();
}
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_descriptorSetUpdater.SetStorageBuffers(CommandBuffer, buffers);
}
public void SetStorageBuffers(int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
{
_descriptorSetUpdater.SetStorageBuffers(CommandBuffer, first, buffers);
}
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
_descriptorSetUpdater.SetTextureAndSampler(Cbs, stage, binding, texture, sampler);
}
public void SetTextureAndSamplerIdentitySwizzle(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
_descriptorSetUpdater.SetTextureAndSamplerIdentitySwizzle(Cbs, stage, binding, texture, sampler);
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
PauseTransformFeedbackInternal();
int count = Math.Min(Constants.MaxTransformFeedbackBuffers, buffers.Length);
for (int i = 0; i < count; i++)
{
var range = buffers[i];
_transformFeedbackBuffers[i].Dispose();
if (range.Handle != BufferHandle.Null)
{
_transformFeedbackBuffers[i] =
new BufferState(Gd.BufferManager.GetBuffer(CommandBuffer, range.Handle, range.Offset, range.Size, true), range.Offset, range.Size);
_transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
}
else
{
_transformFeedbackBuffers[i] = BufferState.Null;
}
}
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_descriptorSetUpdater.SetUniformBuffers(CommandBuffer, buffers);
}
#pragma warning disable CA1822 // Mark member as static
public void SetUserClipDistance(int index, bool enableClip)
{
// TODO.
}
#pragma warning restore CA1822
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
var formatCapabilities = Gd.FormatCapabilities;
Span<int> newVbScalarSizes = stackalloc int[Constants.MaxVertexBuffers];
int count = Math.Min(Constants.MaxVertexAttributes, vertexAttribs.Length);
uint dirtyVbSizes = 0;
for (int i = 0; i < count; i++)
{
var attribute = vertexAttribs[i];
var rawIndex = attribute.BufferIndex;
var bufferIndex = attribute.IsZero ? 0 : rawIndex + 1;
if (!attribute.IsZero)
{
newVbScalarSizes[rawIndex] = Math.Max(newVbScalarSizes[rawIndex], attribute.Format.GetScalarSize());
dirtyVbSizes |= 1u << rawIndex;
}
_newState.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
(uint)i,
(uint)bufferIndex,
formatCapabilities.ConvertToVertexVkFormat(attribute.Format),
(uint)attribute.Offset);
}
while (dirtyVbSizes != 0)
{
int dirtyBit = BitOperations.TrailingZeroCount(dirtyVbSizes);
ref var buffer = ref _vertexBuffers[dirtyBit + 1];
if (buffer.AttributeScalarAlignment != newVbScalarSizes[dirtyBit])
{
_vertexBuffersDirty |= 1UL << (dirtyBit + 1);
buffer.AttributeScalarAlignment = newVbScalarSizes[dirtyBit];
}
dirtyVbSizes &= ~(1u << dirtyBit);
}
_newState.VertexAttributeDescriptionsCount = (uint)count;
SignalStateChange();
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
int count = Math.Min(Constants.MaxVertexBuffers, vertexBuffers.Length);
_newState.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
int validCount = 1;
BufferHandle lastHandle = default;
Auto<DisposableBuffer> lastBuffer = default;
for (int i = 0; i < count; i++)
{
var vertexBuffer = vertexBuffers[i];
// TODO: Support divisor > 1
var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
if (vertexBuffer.Buffer.Handle != BufferHandle.Null)
{
Auto<DisposableBuffer> vb = (vertexBuffer.Buffer.Handle == lastHandle) ? lastBuffer :
Gd.BufferManager.GetBuffer(CommandBuffer, vertexBuffer.Buffer.Handle, false);
lastHandle = vertexBuffer.Buffer.Handle;
lastBuffer = vb;
if (vb != null)
{
int binding = i + 1;
int descriptorIndex = validCount++;
_newState.Internal.VertexBindingDescriptions[descriptorIndex] = new VertexInputBindingDescription(
(uint)binding,
(uint)vertexBuffer.Stride,
inputRate);
int vbSize = vertexBuffer.Buffer.Size;
if (Gd.Vendor == Vendor.Amd && !Gd.IsMoltenVk && vertexBuffer.Stride > 0)
{
// AMD has a bug where if offset + stride * count is greater than
// the size, then the last attribute will have the wrong value.
// As a workaround, simply use the full buffer size.
int remainder = vbSize % vertexBuffer.Stride;
if (remainder != 0)
{
vbSize += vertexBuffer.Stride - remainder;
}
}
ref var buffer = ref _vertexBuffers[binding];
int oldScalarAlign = buffer.AttributeScalarAlignment;
if (Gd.Capabilities.VertexBufferAlignment < 2 &&
(vertexBuffer.Stride % FormatExtensions.MaxBufferFormatScalarSize) == 0)
{
if (!buffer.Matches(vb, descriptorIndex, vertexBuffer.Buffer.Offset, vbSize, vertexBuffer.Stride))
{
buffer.Dispose();
buffer = new VertexBufferState(
vb,
descriptorIndex,
vertexBuffer.Buffer.Offset,
vbSize,
vertexBuffer.Stride);
buffer.BindVertexBuffer(Gd, Cbs, (uint)binding, ref _newState, _vertexBufferUpdater);
}
}
else
{
// May need to be rewritten. Bind this buffer before draw.
buffer.Dispose();
buffer = new VertexBufferState(
vertexBuffer.Buffer.Handle,
descriptorIndex,
vertexBuffer.Buffer.Offset,
vbSize,
vertexBuffer.Stride);
_vertexBuffersDirty |= 1UL << binding;
}
buffer.AttributeScalarAlignment = oldScalarAlign;
}
}
}
_vertexBufferUpdater.Commit(Cbs);
_newState.VertexBindingDescriptionsCount = (uint)validCount;
SignalStateChange();
}
public void SetViewports(ReadOnlySpan<Viewport> viewports)
{
int maxViewports = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
int count = Math.Min(maxViewports, viewports.Length);
static float Clamp(float value)
{
return Math.Clamp(value, 0f, 1f);
}
DynamicState.ViewportsCount = (uint)count;
for (int i = 0; i < count; i++)
{
var viewport = viewports[i];
DynamicState.SetViewport(i, new Silk.NET.Vulkan.Viewport(
viewport.Region.X,
viewport.Region.Y,
viewport.Region.Width == 0f ? 1f : viewport.Region.Width,
viewport.Region.Height == 0f ? 1f : viewport.Region.Height,
Clamp(viewport.DepthNear),
Clamp(viewport.DepthFar)));
}
_newState.ViewportsCount = (uint)count;
SignalStateChange();
}
public void SwapBuffer(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
{
_indexBuffer.Swap(from, to);
for (int i = 0; i < _vertexBuffers.Length; i++)
{
_vertexBuffers[i].Swap(from, to);
}
for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
{
_transformFeedbackBuffers[i].Swap(from, to);
}
_descriptorSetUpdater.SwapBuffer(from, to);
SignalCommandBufferChange();
}
public unsafe void TextureBarrier()
{
MemoryBarrier memoryBarrier = new()
{
SType = StructureType.MemoryBarrier,
SrcAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
DstAccessMask = AccessFlags.MemoryReadBit | AccessFlags.MemoryWriteBit,
};
Gd.Api.CmdPipelineBarrier(
CommandBuffer,
PipelineStageFlags.FragmentShaderBit,
PipelineStageFlags.FragmentShaderBit,
0,
1,
memoryBarrier,
0,
null,
0,
null);
}
public void TextureBarrierTiled()
{
TextureBarrier();
}
protected void SignalCommandBufferChange()
{
_needsIndexBufferRebind = true;
_needsTransformFeedbackBuffersRebind = true;
_vertexBuffersDirty = ulong.MaxValue >> (64 - _vertexBuffers.Length);
_descriptorSetUpdater.SignalCommandBufferChange();
DynamicState.ForceAllDirty();
_currentPipelineHandle = 0;
}
private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil, bool filterWriteMasked)
{
if (filterWriteMasked)
{
// TBDR GPUs don't work properly if the same attachment is bound to multiple targets,
// due to each attachment being a copy of the real attachment, rather than a direct write.
// Just try to remove duplicate attachments.
// Save a copy of the array to rebind when mask changes.
void MaskOut()
{
if (!_framebufferUsingColorWriteMask)
{
_preMaskColors = colors.ToArray();
_preMaskDepthStencil = depthStencil;
}
// If true, then the framebuffer must be recreated when the mask changes.
_framebufferUsingColorWriteMask = true;
}
// Look for textures that are masked out.
for (int i = 0; i < colors.Length; i++)
{
if (colors[i] == null)
{
continue;
}
ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
for (int j = 0; j < i; j++)
{
// Check each binding for a duplicate binding before it.
if (colors[i] == colors[j])
{
// Prefer the binding with no write mask.
ref var vkBlend2 = ref _newState.Internal.ColorBlendAttachmentState[j];
if (vkBlend.ColorWriteMask == 0)
{
colors[i] = null;
MaskOut();
}
else if (vkBlend2.ColorWriteMask == 0)
{
colors[j] = null;
MaskOut();
}
}
}
}
}
FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
UpdatePipelineAttachmentFormats();
}
protected void UpdatePipelineAttachmentFormats()
{
var dstAttachmentFormats = _newState.Internal.AttachmentFormats.AsSpan();
FramebufferParams.AttachmentFormats.CopyTo(dstAttachmentFormats);
_newState.Internal.AttachmentIntegerFormatMask = FramebufferParams.AttachmentIntegerFormatMask;
for (int i = FramebufferParams.AttachmentFormats.Length; i < dstAttachmentFormats.Length; i++)
{
dstAttachmentFormats[i] = 0;
}
_newState.ColorBlendAttachmentStateCount = (uint)(FramebufferParams.MaxColorAttachmentIndex + 1);
_newState.HasDepthStencil = FramebufferParams.HasDepthStencil;
_newState.SamplesCount = FramebufferParams.AttachmentSamples.Length != 0 ? FramebufferParams.AttachmentSamples[0] : 1;
}
protected unsafe void CreateRenderPass()
{
const int MaxAttachments = Constants.MaxRenderTargets + 1;
AttachmentDescription[] attachmentDescs = null;
var subpass = new SubpassDescription
{
PipelineBindPoint = PipelineBindPoint.Graphics,
};
AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
var hasFramebuffer = FramebufferParams != null;
if (hasFramebuffer && FramebufferParams.AttachmentsCount != 0)
{
attachmentDescs = new AttachmentDescription[FramebufferParams.AttachmentsCount];
for (int i = 0; i < FramebufferParams.AttachmentsCount; i++)
{
attachmentDescs[i] = new AttachmentDescription(
0,
FramebufferParams.AttachmentFormats[i],
TextureStorage.ConvertToSampleCountFlags(Gd.Capabilities.SupportedSampleCounts, FramebufferParams.AttachmentSamples[i]),
AttachmentLoadOp.Load,
AttachmentStoreOp.Store,
AttachmentLoadOp.Load,
AttachmentStoreOp.Store,
ImageLayout.General,
ImageLayout.General);
}
int colorAttachmentsCount = FramebufferParams.ColorAttachmentsCount;
if (colorAttachmentsCount > MaxAttachments - 1)
{
colorAttachmentsCount = MaxAttachments - 1;
}
if (colorAttachmentsCount != 0)
{
int maxAttachmentIndex = FramebufferParams.MaxColorAttachmentIndex;
subpass.ColorAttachmentCount = (uint)maxAttachmentIndex + 1;
subpass.PColorAttachments = &attachmentReferences[0];
// Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
for (int i = 0; i <= maxAttachmentIndex; i++)
{
subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
}
for (int i = 0; i < colorAttachmentsCount; i++)
{
int bindIndex = FramebufferParams.AttachmentIndices[i];
subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
}
}
if (FramebufferParams.HasDepthStencil)
{
uint dsIndex = (uint)FramebufferParams.AttachmentsCount - 1;
subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
*subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
}
}
var subpassDependency = PipelineConverter.CreateSubpassDependency();
fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
{
var renderPassCreateInfo = new RenderPassCreateInfo
{
SType = StructureType.RenderPassCreateInfo,
PAttachments = pAttachmentDescs,
AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
PSubpasses = &subpass,
SubpassCount = 1,
PDependencies = &subpassDependency,
DependencyCount = 1,
};
Gd.Api.CreateRenderPass(Device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
_renderPass?.Dispose();
_renderPass = new Auto<DisposableRenderPass>(new DisposableRenderPass(Gd.Api, Device, renderPass));
}
EndRenderPass();
_framebuffer?.Dispose();
_framebuffer = hasFramebuffer ? FramebufferParams.Create(Gd.Api, Cbs, _renderPass) : null;
}
protected void SignalStateChange()
{
_stateDirty = true;
}
private void RecreatePipelineIfNeeded(PipelineBindPoint pbp)
{
if (AutoFlush.ShouldFlushDraw(DrawCount))
{
Gd.FlushAllCommands();
}
DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
if (_needsIndexBufferRebind && _indexBufferPattern == null)
{
_indexBuffer.BindIndexBuffer(Gd, Cbs);
_needsIndexBufferRebind = false;
}
if (_needsTransformFeedbackBuffersRebind)
{
PauseTransformFeedbackInternal();
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
{
_transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
}
_needsTransformFeedbackBuffersRebind = false;
}
if (_vertexBuffersDirty != 0)
{
while (_vertexBuffersDirty != 0)
{
int i = BitOperations.TrailingZeroCount(_vertexBuffersDirty);
_vertexBuffers[i].BindVertexBuffer(Gd, Cbs, (uint)i, ref _newState, _vertexBufferUpdater);
_vertexBuffersDirty &= ~(1UL << i);
}
_vertexBufferUpdater.Commit(Cbs);
}
if (_stateDirty || Pbp != pbp)
{
CreatePipeline(pbp);
_stateDirty = false;
Pbp = pbp;
}
_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, pbp);
}
private void CreatePipeline(PipelineBindPoint pbp)
{
// We can only create a pipeline if the have the shader stages set.
if (_newState.Stages != null)
{
if (pbp == PipelineBindPoint.Graphics && _renderPass == null)
{
CreateRenderPass();
}
var pipeline = pbp == PipelineBindPoint.Compute
? _newState.CreateComputePipeline(Gd, Device, _program, PipelineCache)
: _newState.CreateGraphicsPipeline(Gd, Device, _program, PipelineCache, _renderPass.Get(Cbs).Value);
ulong pipelineHandle = pipeline.GetUnsafe().Value.Handle;
if (_currentPipelineHandle != pipelineHandle)
{
_currentPipelineHandle = pipelineHandle;
Pipeline = pipeline;
PauseTransformFeedbackInternal();
Gd.Api.CmdBindPipeline(CommandBuffer, pbp, Pipeline.Get(Cbs).Value);
}
}
}
private unsafe void BeginRenderPass()
{
if (!RenderPassActive)
{
var renderArea = new Rect2D(null, new Extent2D(FramebufferParams.Width, FramebufferParams.Height));
var clearValue = new ClearValue();
var renderPassBeginInfo = new RenderPassBeginInfo
{
SType = StructureType.RenderPassBeginInfo,
RenderPass = _renderPass.Get(Cbs).Value,
Framebuffer = _framebuffer.Get(Cbs).Value,
RenderArea = renderArea,
PClearValues = &clearValue,
ClearValueCount = 1,
};
Gd.Api.CmdBeginRenderPass(CommandBuffer, renderPassBeginInfo, SubpassContents.Inline);
RenderPassActive = true;
}
}
public void EndRenderPass()
{
if (RenderPassActive)
{
PauseTransformFeedbackInternal();
Gd.Api.CmdEndRenderPass(CommandBuffer);
SignalRenderPassEnd();
RenderPassActive = false;
}
}
protected virtual void SignalRenderPassEnd()
{
}
private void PauseTransformFeedbackInternal()
{
if (_tfEnabled && _tfActive)
{
EndTransformFeedbackInternal();
_tfActive = false;
}
}
private void ResumeTransformFeedbackInternal()
{
if (_tfEnabled && !_tfActive)
{
BeginTransformFeedbackInternal();
_tfActive = true;
}
}
private unsafe void BeginTransformFeedbackInternal()
{
Gd.TransformFeedbackApi.CmdBeginTransformFeedback(CommandBuffer, 0, 0, null, null);
}
private unsafe void EndTransformFeedbackInternal()
{
Gd.TransformFeedbackApi.CmdEndTransformFeedback(CommandBuffer, 0, 0, null, null);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_renderPass?.Dispose();
_framebuffer?.Dispose();
_newState.Dispose();
_descriptorSetUpdater.Dispose();
_vertexBufferUpdater.Dispose();
for (int i = 0; i < _vertexBuffers.Length; i++)
{
_vertexBuffers[i].Dispose();
}
for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
{
_transformFeedbackBuffers[i].Dispose();
}
Pipeline?.Dispose();
unsafe
{
Gd.Api.DestroyPipelineCache(Device, PipelineCache, null);
}
}
}
public void Dispose()
{
Dispose(true);
}
}
}