mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-30 20:54:30 +01:00
f82309fa2d
* Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve * FramebufferParams is no longer required there * Implement Specialization Constants and merge CopyMS Shaders (#15) * Vulkan: Initial Specialization Constants * Replace with specialized helper shader * Reimplement everything Fix nonexistant interaction with Ryu pipeline caching Decouple specialization info from data and relocate them Generalize mapping and add type enum to better match spv types Use local fixed scopes instead of global unmanaged allocs * Fix misses in initial implementation Use correct info variable in Create2DLayerView Add ShaderStorageImageMultisample to required feature set * Use texture for source image * No point in using ReadOnlyMemory * Apply formatting feedback Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Apply formatting suggestions on shader source Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Support conversion with samples count that does not match the requested count, other minor changes Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
317 lines
13 KiB
C#
317 lines
13 KiB
C#
using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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{
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static class PipelineConverter
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{
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private const AccessFlags SubpassSrcAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit | AccessFlags.AccessColorAttachmentWriteBit;
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private const AccessFlags SubpassDstAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit | AccessFlags.AccessShaderReadBit;
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public static unsafe DisposableRenderPass ToRenderPass(this ProgramPipelineState state, VulkanRenderer gd, Device device)
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{
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const int MaxAttachments = Constants.MaxRenderTargets + 1;
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AttachmentDescription[] attachmentDescs = null;
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var subpass = new SubpassDescription()
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{
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PipelineBindPoint = PipelineBindPoint.Graphics
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};
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AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
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Span<int> attachmentIndices = stackalloc int[MaxAttachments];
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Span<Silk.NET.Vulkan.Format> attachmentFormats = stackalloc Silk.NET.Vulkan.Format[MaxAttachments];
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int attachmentCount = 0;
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int colorCount = 0;
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int maxColorAttachmentIndex = 0;
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for (int i = 0; i < state.AttachmentEnable.Length; i++)
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{
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if (state.AttachmentEnable[i])
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{
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maxColorAttachmentIndex = i;
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attachmentFormats[attachmentCount] = gd.FormatCapabilities.ConvertToVkFormat(state.AttachmentFormats[i]);
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attachmentIndices[attachmentCount++] = i;
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colorCount++;
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}
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}
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if (state.DepthStencilEnable)
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{
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attachmentFormats[attachmentCount++] = gd.FormatCapabilities.ConvertToVkFormat(state.DepthStencilFormat);
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}
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if (attachmentCount != 0)
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{
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attachmentDescs = new AttachmentDescription[attachmentCount];
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for (int i = 0; i < attachmentCount; i++)
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{
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int bindIndex = attachmentIndices[i];
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attachmentDescs[i] = new AttachmentDescription(
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0,
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attachmentFormats[i],
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TextureStorage.ConvertToSampleCountFlags((uint)state.SamplesCount),
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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ImageLayout.General,
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ImageLayout.General);
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}
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int colorAttachmentsCount = colorCount;
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if (colorAttachmentsCount > MaxAttachments - 1)
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{
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colorAttachmentsCount = MaxAttachments - 1;
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}
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if (colorAttachmentsCount != 0)
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{
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int maxAttachmentIndex = Constants.MaxRenderTargets - 1;
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subpass.ColorAttachmentCount = (uint)maxAttachmentIndex + 1;
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subpass.PColorAttachments = &attachmentReferences[0];
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// Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
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for (int i = 0; i <= maxAttachmentIndex; i++)
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{
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subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
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}
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for (int i = 0; i < colorAttachmentsCount; i++)
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{
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int bindIndex = attachmentIndices[i];
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subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
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}
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}
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if (state.DepthStencilEnable)
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{
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uint dsIndex = (uint)attachmentCount - 1;
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subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
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*subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
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}
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}
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var subpassDependency = CreateSubpassDependency();
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fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
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{
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var renderPassCreateInfo = new RenderPassCreateInfo()
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{
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SType = StructureType.RenderPassCreateInfo,
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PAttachments = pAttachmentDescs,
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AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
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PSubpasses = &subpass,
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SubpassCount = 1,
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PDependencies = &subpassDependency,
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DependencyCount = 1
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};
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gd.Api.CreateRenderPass(device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
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return new DisposableRenderPass(gd.Api, device, renderPass);
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}
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}
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public static SubpassDependency CreateSubpassDependency()
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{
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return new SubpassDependency(
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0,
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0,
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PipelineStageFlags.PipelineStageAllGraphicsBit,
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PipelineStageFlags.PipelineStageAllGraphicsBit,
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SubpassSrcAccessMask,
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SubpassDstAccessMask,
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0);
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}
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public unsafe static SubpassDependency2 CreateSubpassDependency2()
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{
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return new SubpassDependency2(
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StructureType.SubpassDependency2,
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null,
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0,
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0,
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PipelineStageFlags.PipelineStageAllGraphicsBit,
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PipelineStageFlags.PipelineStageAllGraphicsBit,
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SubpassSrcAccessMask,
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SubpassDstAccessMask,
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0);
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}
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public static PipelineState ToVulkanPipelineState(this ProgramPipelineState state, VulkanRenderer gd)
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{
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PipelineState pipeline = new PipelineState();
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pipeline.Initialize();
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// It is assumed that Dynamic State is enabled when this conversion is used.
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pipeline.CullMode = state.CullEnable ? state.CullMode.Convert() : CullModeFlags.CullModeNone;
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pipeline.DepthBoundsTestEnable = false; // Not implemented.
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pipeline.DepthClampEnable = state.DepthClampEnable;
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pipeline.DepthTestEnable = state.DepthTest.TestEnable;
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pipeline.DepthWriteEnable = state.DepthTest.WriteEnable;
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pipeline.DepthCompareOp = state.DepthTest.Func.Convert();
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pipeline.FrontFace = state.FrontFace.Convert();
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pipeline.HasDepthStencil = state.DepthStencilEnable;
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pipeline.LineWidth = state.LineWidth;
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pipeline.LogicOpEnable = state.LogicOpEnable;
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pipeline.LogicOp = state.LogicOp.Convert();
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pipeline.MinDepthBounds = 0f; // Not implemented.
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pipeline.MaxDepthBounds = 0f; // Not implemented.
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pipeline.PatchControlPoints = state.PatchControlPoints;
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pipeline.PolygonMode = Silk.NET.Vulkan.PolygonMode.Fill; // Not implemented.
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pipeline.PrimitiveRestartEnable = state.PrimitiveRestartEnable;
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pipeline.RasterizerDiscardEnable = state.RasterizerDiscard;
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pipeline.SamplesCount = (uint)state.SamplesCount;
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if (gd.Capabilities.SupportsMultiView)
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{
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pipeline.ScissorsCount = Constants.MaxViewports;
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pipeline.ViewportsCount = Constants.MaxViewports;
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}
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else
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{
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pipeline.ScissorsCount = 1;
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pipeline.ViewportsCount = 1;
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}
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pipeline.DepthBiasEnable = state.BiasEnable != 0;
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// Stencil masks and ref are dynamic, so are 0 in the Vulkan pipeline.
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pipeline.StencilFrontFailOp = state.StencilTest.FrontSFail.Convert();
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pipeline.StencilFrontPassOp = state.StencilTest.FrontDpPass.Convert();
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pipeline.StencilFrontDepthFailOp = state.StencilTest.FrontDpFail.Convert();
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pipeline.StencilFrontCompareOp = state.StencilTest.FrontFunc.Convert();
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pipeline.StencilFrontCompareMask = 0;
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pipeline.StencilFrontWriteMask = 0;
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pipeline.StencilFrontReference = 0;
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pipeline.StencilBackFailOp = state.StencilTest.BackSFail.Convert();
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pipeline.StencilBackPassOp = state.StencilTest.BackDpPass.Convert();
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pipeline.StencilBackDepthFailOp = state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = state.StencilTest.BackFunc.Convert();
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pipeline.StencilBackCompareMask = 0;
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pipeline.StencilBackWriteMask = 0;
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pipeline.StencilBackReference = 0;
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pipeline.StencilTestEnable = state.StencilTest.TestEnable;
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pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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Span<int> vbScalarSizes = stackalloc int[vbCount];
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for (int i = 0; i < vaCount; i++)
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{
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var attribute = state.VertexAttribs[i];
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var bufferIndex = attribute.IsZero ? 0 : attribute.BufferIndex + 1;
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pipeline.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
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(uint)i,
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(uint)bufferIndex,
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gd.FormatCapabilities.ConvertToVertexVkFormat(attribute.Format),
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(uint)attribute.Offset);
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if (!attribute.IsZero && bufferIndex < vbCount)
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{
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vbScalarSizes[bufferIndex - 1] = Math.Max(attribute.Format.GetScalarSize(), vbScalarSizes[bufferIndex - 1]);
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}
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}
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int descriptorIndex = 1;
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pipeline.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
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for (int i = 0; i < vbCount; i++)
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{
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var vertexBuffer = state.VertexBuffers[i];
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if (vertexBuffer.Enable)
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{
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var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
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int alignedStride = vertexBuffer.Stride;
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if (gd.NeedsVertexBufferAlignment(vbScalarSizes[i], out int alignment))
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{
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alignedStride = (vertexBuffer.Stride + (alignment - 1)) & -alignment;
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}
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// TODO: Support divisor > 1
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pipeline.Internal.VertexBindingDescriptions[descriptorIndex++] = new VertexInputBindingDescription(
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(uint)i + 1,
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(uint)alignedStride,
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inputRate);
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}
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}
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pipeline.VertexBindingDescriptionsCount = (uint)descriptorIndex;
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// NOTE: Viewports, Scissors are dynamic.
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for (int i = 0; i < 8; i++)
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{
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var blend = state.BlendDescriptors[i];
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if (blend.Enable && state.ColorWriteMask[i] != 0)
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{
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pipeline.Internal.ColorBlendAttachmentState[i] = new PipelineColorBlendAttachmentState(
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blend.Enable,
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blend.ColorSrcFactor.Convert(),
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blend.ColorDstFactor.Convert(),
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blend.ColorOp.Convert(),
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blend.AlphaSrcFactor.Convert(),
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blend.AlphaDstFactor.Convert(),
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blend.AlphaOp.Convert(),
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(ColorComponentFlags)state.ColorWriteMask[i]);
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}
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else
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{
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pipeline.Internal.ColorBlendAttachmentState[i] = new PipelineColorBlendAttachmentState(
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colorWriteMask: (ColorComponentFlags)state.ColorWriteMask[i]);
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}
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}
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int maxAttachmentIndex = 0;
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for (int i = 0; i < 8; i++)
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{
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if (state.AttachmentEnable[i])
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{
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pipeline.Internal.AttachmentFormats[maxAttachmentIndex++] = gd.FormatCapabilities.ConvertToVkFormat(state.AttachmentFormats[i]);
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}
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}
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if (state.DepthStencilEnable)
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{
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pipeline.Internal.AttachmentFormats[maxAttachmentIndex++] = gd.FormatCapabilities.ConvertToVkFormat(state.DepthStencilFormat);
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}
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pipeline.ColorBlendAttachmentStateCount = 8;
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pipeline.VertexAttributeDescriptionsCount = (uint)Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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return pipeline;
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}
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}
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}
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