Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)

* Introduce ResourceLayout

* Part 1: Use new ResourceSegments array on UpdateAndBind

* Part 2: Use ResourceLayout to build PipelineLayout

* Delete old code

* XML docs

* Fix shader cache load NRE

* Fix typo
This commit is contained in:
gdkchan 2023-05-21 14:04:21 -03:00 committed by GitHub
parent 402f05b8ef
commit 5626f2ca1c
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GPG key ID: 4AEE18F83AFDEB23
24 changed files with 1047 additions and 677 deletions

View file

@ -372,8 +372,9 @@ namespace Ryujinx.Graphics.Vulkan
private void UpdateAndBind(CommandBufferScoped cbs, int setIndex, PipelineBindPoint pbp)
{
var program = _program;
int stagesCount = program.Bindings[setIndex].Length;
if (stagesCount == 0 && setIndex != PipelineBase.UniformSetIndex)
var bindingSegments = program.BindingSegments[setIndex];
if (bindingSegments.Length == 0 && setIndex != PipelineBase.UniformSetIndex)
{
return;
}
@ -410,125 +411,113 @@ namespace Ryujinx.Graphics.Vulkan
}
}
for (int stageIndex = 0; stageIndex < stagesCount; stageIndex++)
foreach (ResourceBindingSegment segment in bindingSegments)
{
var stageBindings = program.Bindings[setIndex][stageIndex];
int bindingsCount = stageBindings.Length;
int count;
int binding = segment.Binding;
int count = segment.Count;
for (int bindingIndex = 0; bindingIndex < bindingsCount; bindingIndex += count)
if (setIndex == PipelineBase.UniformSetIndex)
{
int binding = stageBindings[bindingIndex];
count = 1;
while (bindingIndex + count < bindingsCount && stageBindings[bindingIndex + count] == binding + count)
for (int i = 0; i < count; i++)
{
count++;
int index = binding + i;
if (!_uniformSet[index])
{
UpdateBuffer(cbs, ref _uniformBuffers[index], _uniformBufferRefs[index], dummyBuffer);
_uniformSet[index] = true;
}
}
if (setIndex == PipelineBase.UniformSetIndex)
ReadOnlySpan<DescriptorBufferInfo> uniformBuffers = _uniformBuffers;
dsc.UpdateBuffers(0, binding, uniformBuffers.Slice(binding, count), DescriptorType.UniformBuffer);
}
else if (setIndex == PipelineBase.StorageSetIndex)
{
for (int i = 0; i < count; i++)
{
int index = binding + i;
if (!_storageSet[index])
{
UpdateBuffer(cbs, ref _storageBuffers[index], _storageBufferRefs[index], dummyBuffer);
_storageSet[index] = true;
}
}
ReadOnlySpan<DescriptorBufferInfo> storageBuffers = _storageBuffers;
if (program.HasMinimalLayout)
{
dsc.UpdateBuffers(0, binding, storageBuffers.Slice(binding, count), DescriptorType.StorageBuffer);
}
else
{
dsc.UpdateStorageBuffers(0, binding, storageBuffers.Slice(binding, count));
}
}
else if (setIndex == PipelineBase.TextureSetIndex)
{
if (segment.Type != ResourceType.BufferTexture)
{
Span<DescriptorImageInfo> textures = _textures;
for (int i = 0; i < count; i++)
{
int index = binding + i;
ref var texture = ref textures[i];
if (!_uniformSet[index])
texture.ImageView = _textureRefs[binding + i]?.Get(cbs).Value ?? default;
texture.Sampler = _samplerRefs[binding + i]?.Get(cbs).Value ?? default;
if (texture.ImageView.Handle == 0)
{
UpdateBuffer(cbs, ref _uniformBuffers[index], _uniformBufferRefs[index], dummyBuffer);
texture.ImageView = _dummyTexture.GetImageView().Get(cbs).Value;
}
_uniformSet[index] = true;
if (texture.Sampler.Handle == 0)
{
texture.Sampler = _dummySampler.GetSampler().Get(cbs).Value;
}
}
ReadOnlySpan<DescriptorBufferInfo> uniformBuffers = _uniformBuffers;
dsc.UpdateBuffers(0, binding, uniformBuffers.Slice(binding, count), DescriptorType.UniformBuffer);
dsc.UpdateImages(0, binding, textures.Slice(0, count), DescriptorType.CombinedImageSampler);
}
else if (setIndex == PipelineBase.StorageSetIndex)
else
{
Span<BufferView> bufferTextures = _bufferTextures;
for (int i = 0; i < count; i++)
{
int index = binding + i;
if (!_storageSet[index])
{
UpdateBuffer(cbs, ref _storageBuffers[index], _storageBufferRefs[index], dummyBuffer);
_storageSet[index] = true;
}
bufferTextures[i] = _bufferTextureRefs[binding + i]?.GetBufferView(cbs) ?? default;
}
ReadOnlySpan<DescriptorBufferInfo> storageBuffers = _storageBuffers;
if (program.HasMinimalLayout)
{
dsc.UpdateBuffers(0, binding, storageBuffers.Slice(binding, count), DescriptorType.StorageBuffer);
}
else
{
dsc.UpdateStorageBuffers(0, binding, storageBuffers.Slice(binding, count));
}
dsc.UpdateBufferImages(0, binding, bufferTextures.Slice(0, count), DescriptorType.UniformTexelBuffer);
}
else if (setIndex == PipelineBase.TextureSetIndex)
}
else if (setIndex == PipelineBase.ImageSetIndex)
{
if (segment.Type != ResourceType.BufferImage)
{
if (((uint)binding % (Constants.MaxTexturesPerStage * 2)) < Constants.MaxTexturesPerStage || program.HasMinimalLayout)
Span<DescriptorImageInfo> images = _images;
for (int i = 0; i < count; i++)
{
Span<DescriptorImageInfo> textures = _textures;
for (int i = 0; i < count; i++)
{
ref var texture = ref textures[i];
texture.ImageView = _textureRefs[binding + i]?.Get(cbs).Value ?? default;
texture.Sampler = _samplerRefs[binding + i]?.Get(cbs).Value ?? default;
if (texture.ImageView.Handle == 0)
{
texture.ImageView = _dummyTexture.GetImageView().Get(cbs).Value;
}
if (texture.Sampler.Handle == 0)
{
texture.Sampler = _dummySampler.GetSampler().Get(cbs).Value;
}
}
dsc.UpdateImages(0, binding, textures.Slice(0, count), DescriptorType.CombinedImageSampler);
images[i].ImageView = _imageRefs[binding + i]?.Get(cbs).Value ?? default;
}
else
{
Span<BufferView> bufferTextures = _bufferTextures;
for (int i = 0; i < count; i++)
{
bufferTextures[i] = _bufferTextureRefs[binding + i]?.GetBufferView(cbs) ?? default;
}
dsc.UpdateBufferImages(0, binding, bufferTextures.Slice(0, count), DescriptorType.UniformTexelBuffer);
}
dsc.UpdateImages(0, binding, images.Slice(0, count), DescriptorType.StorageImage);
}
else if (setIndex == PipelineBase.ImageSetIndex)
else
{
if (((uint)binding % (Constants.MaxImagesPerStage * 2)) < Constants.MaxImagesPerStage || program.HasMinimalLayout)
Span<BufferView> bufferImages = _bufferImages;
for (int i = 0; i < count; i++)
{
Span<DescriptorImageInfo> images = _images;
for (int i = 0; i < count; i++)
{
images[i].ImageView = _imageRefs[binding + i]?.Get(cbs).Value ?? default;
}
dsc.UpdateImages(0, binding, images.Slice(0, count), DescriptorType.StorageImage);
bufferImages[i] = _bufferImageRefs[binding + i]?.GetBufferView(cbs, _bufferImageFormats[binding + i]) ?? default;
}
else
{
Span<BufferView> bufferImages = _bufferImages;
for (int i = 0; i < count; i++)
{
bufferImages[i] = _bufferImageRefs[binding + i]?.GetBufferView(cbs, _bufferImageFormats[binding + i]) ?? default;
}
dsc.UpdateBufferImages(0, binding, bufferImages.Slice(0, count), DescriptorType.StorageTexelBuffer);
}
dsc.UpdateBufferImages(0, binding, bufferImages.Slice(0, count), DescriptorType.StorageTexelBuffer);
}
}
}
@ -568,9 +557,6 @@ namespace Ryujinx.Graphics.Vulkan
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void UpdateAndBindUniformBufferPd(CommandBufferScoped cbs, PipelineBindPoint pbp)
{
var dummyBuffer = _dummyBuffer?.GetBuffer();
int stagesCount = _program.Bindings[PipelineBase.UniformSetIndex].Length;
if (!_uniformSet[0])
{
Span<DescriptorBufferInfo> uniformBuffer = stackalloc DescriptorBufferInfo[1];
@ -587,41 +573,32 @@ namespace Ryujinx.Graphics.Vulkan
UpdateBuffers(cbs, pbp, 0, uniformBuffer, DescriptorType.UniformBuffer);
}
for (int stageIndex = 0; stageIndex < stagesCount; stageIndex++)
var bindingSegments = _program.BindingSegments[PipelineBase.UniformSetIndex];
var dummyBuffer = _dummyBuffer?.GetBuffer();
foreach (ResourceBindingSegment segment in bindingSegments)
{
var stageBindings = _program.Bindings[PipelineBase.UniformSetIndex][stageIndex];
int bindingsCount = stageBindings.Length;
int count;
int binding = segment.Binding;
int count = segment.Count;
for (int bindingIndex = 0; bindingIndex < bindingsCount; bindingIndex += count)
bool doUpdate = false;
for (int i = 0; i < count; i++)
{
int binding = stageBindings[bindingIndex];
count = 1;
int index = binding + i;
while (bindingIndex + count < bindingsCount && stageBindings[bindingIndex + count] == binding + count)
if (!_uniformSet[index])
{
count++;
UpdateBuffer(cbs, ref _uniformBuffers[index], _uniformBufferRefs[index], dummyBuffer);
_uniformSet[index] = true;
doUpdate = true;
}
}
bool doUpdate = false;
for (int i = 0; i < count; i++)
{
int index = binding + i;
if (!_uniformSet[index])
{
UpdateBuffer(cbs, ref _uniformBuffers[index], _uniformBufferRefs[index], dummyBuffer);
_uniformSet[index] = true;
doUpdate = true;
}
}
if (doUpdate)
{
ReadOnlySpan<DescriptorBufferInfo> uniformBuffers = _uniformBuffers;
UpdateBuffers(cbs, pbp, binding, uniformBuffers.Slice(binding, count), DescriptorType.UniformBuffer);
}
if (doUpdate)
{
ReadOnlySpan<DescriptorBufferInfo> uniformBuffers = _uniformBuffers;
UpdateBuffers(cbs, pbp, binding, uniformBuffers.Slice(binding, count), DescriptorType.UniformBuffer);
}
}
}

View file

@ -54,29 +54,29 @@ namespace Ryujinx.Graphics.Vulkan.Effects
var scalingShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv");
var sharpeningShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv");
var computeBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
var scalingResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
var sharpeningBindings = new ShaderBindings(
new[] { 2, 3, 4 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
var sharpeningResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 3)
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 4)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
_sampler = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_scalingProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(scalingShader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
});
new ShaderSource(scalingShader, ShaderStage.Compute, TargetLanguage.Spirv)
}, scalingResourceLayout);
_sharpeningProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(sharpeningShader, sharpeningBindings, ShaderStage.Compute, TargetLanguage.Spirv)
});
new ShaderSource(sharpeningShader, ShaderStage.Compute, TargetLanguage.Spirv)
}, sharpeningResourceLayout);
}
public void Run(
@ -160,10 +160,8 @@ namespace Ryujinx.Graphics.Vulkan.Effects
_pipeline.ComputeBarrier();
// Sharpening pass
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_sharpeningProgram);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _intermediaryTexture, _sampler);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
_pipeline.SetImage(0, destinationTexture);

View file

@ -38,18 +38,17 @@ namespace Ryujinx.Graphics.Vulkan.Effects
var shader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv");
var computeBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
var resourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_shaderProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(shader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
});
new ShaderSource(shader, ShaderStage.Compute, TargetLanguage.Spirv)
}, resourceLayout);
}
public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)

View file

@ -77,23 +77,23 @@ namespace Ryujinx.Graphics.Vulkan.Effects
var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
var edgeBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
var edgeResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
var blendBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1, 3, 4 },
new[] { 0 });
var blendResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 4)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
var neighbourBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1, 3 },
new[] { 0 });
var neighbourResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
@ -117,18 +117,18 @@ namespace Ryujinx.Graphics.Vulkan.Effects
_edgeProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(edgeShader, edgeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
}, new[] { specInfo });
new ShaderSource(edgeShader, ShaderStage.Compute, TargetLanguage.Spirv)
}, edgeResourceLayout, new[] { specInfo });
_blendProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(blendShader, blendBindings, ShaderStage.Compute, TargetLanguage.Spirv)
}, new[] { specInfo });
new ShaderSource(blendShader, ShaderStage.Compute, TargetLanguage.Spirv)
}, blendResourceLayout, new[] { specInfo });
_neighbourProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(neighbourShader, neighbourBindings, ShaderStage.Compute, TargetLanguage.Spirv)
}, new[] { specInfo });
new ShaderSource(neighbourShader, ShaderStage.Compute, TargetLanguage.Spirv)
}, neighbourResourceLayout, new[] { specInfo });
}
public void DeletePipelines()

View file

@ -36,6 +36,56 @@ namespace Ryujinx.Graphics.Vulkan
};
}
public static ShaderStageFlags Convert(this ResourceStages stages)
{
ShaderStageFlags stageFlags = stages.HasFlag(ResourceStages.Compute)
? ShaderStageFlags.ComputeBit
: ShaderStageFlags.None;
if (stages.HasFlag(ResourceStages.Vertex))
{
stageFlags |= ShaderStageFlags.VertexBit;
}
if (stages.HasFlag(ResourceStages.TessellationControl))
{
stageFlags |= ShaderStageFlags.TessellationControlBit;
}
if (stages.HasFlag(ResourceStages.TessellationEvaluation))
{
stageFlags |= ShaderStageFlags.TessellationEvaluationBit;
}
if (stages.HasFlag(ResourceStages.Geometry))
{
stageFlags |= ShaderStageFlags.GeometryBit;
}
if (stages.HasFlag(ResourceStages.Fragment))
{
stageFlags |= ShaderStageFlags.FragmentBit;
}
return stageFlags;
}
public static DescriptorType Convert(this ResourceType type)
{
return type switch
{
ResourceType.UniformBuffer => DescriptorType.UniformBuffer,
ResourceType.StorageBuffer => DescriptorType.StorageBuffer,
ResourceType.Texture => DescriptorType.SampledImage,
ResourceType.Sampler => DescriptorType.Sampler,
ResourceType.TextureAndSampler => DescriptorType.CombinedImageSampler,
ResourceType.Image => DescriptorType.StorageImage,
ResourceType.BufferTexture => DescriptorType.UniformTexelBuffer,
ResourceType.BufferImage => DescriptorType.StorageTexelBuffer,
_ => throw new ArgumentException($"Invalid resource type \"{type}\".")
};
}
public static SamplerAddressMode Convert(this AddressMode mode)
{
return mode switch
@ -48,7 +98,7 @@ namespace Ryujinx.Graphics.Vulkan
AddressMode.ClampToBorder => SamplerAddressMode.ClampToBorder,
AddressMode.MirroredRepeat => SamplerAddressMode.MirroredRepeat,
AddressMode.ClampToEdge => SamplerAddressMode.ClampToEdge,
_ => LogInvalidAndReturn(mode, nameof(AddressMode), SamplerAddressMode.ClampToEdge) // TODO: Should be clamp.
_ => LogInvalidAndReturn(mode, nameof(AddressMode), SamplerAddressMode.ClampToEdge) // TODO: Should be clamp.
};
}

View file

@ -55,192 +55,168 @@ namespace Ryujinx.Graphics.Vulkan
_samplerLinear = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_samplerNearest = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
var blitVertexBindings = new ShaderBindings(
new[] { 1 },
Array.Empty<int>(),
Array.Empty<int>(),
Array.Empty<int>());
var blitFragmentBindings = new ShaderBindings(
Array.Empty<int>(),
Array.Empty<int>(),
new[] { 0 },
Array.Empty<int>());
var blitResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1)
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programColorBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
var colorClearFragmentBindings = new ShaderBindings(
Array.Empty<int>(),
Array.Empty<int>(),
Array.Empty<int>(),
Array.Empty<int>());
var colorClearResourceLayout = new ResourceLayoutBuilder().Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 1).Build();
_programColorClearF = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearFFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
_programColorClearSI = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearSIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
_programColorClearUI = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, colorClearFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorClearUIFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorClearResourceLayout);
var strideChangeBindings = new ShaderBindings(
new[] { 0 },
new[] { 1, 2 },
Array.Empty<int>(),
Array.Empty<int>());
var strideChangeResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2).Build();
_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, strideChangeBindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, strideChangeResourceLayout);
var colorCopyBindings = new ShaderBindings(
new[] { 0 },
Array.Empty<int>(),
new[] { 0 },
new[] { 0 });
var colorCopyResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 0)
.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
_programColorCopyShortening = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorCopyShorteningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorCopyToNonMsComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
_programColorCopyWidening = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorCopyWideningComputeShaderSource, colorCopyBindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorCopyWideningComputeShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, colorCopyResourceLayout);
var colorDrawToMsVertexBindings = new ShaderBindings(
Array.Empty<int>(),
Array.Empty<int>(),
Array.Empty<int>(),
Array.Empty<int>());
var colorDrawToMsFragmentBindings = new ShaderBindings(
new[] { 0 },
Array.Empty<int>(),
new[] { 0 },
Array.Empty<int>());
var colorDrawToMsResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
_programColorDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
var convertD32S8ToD24S8Bindings = new ShaderBindings(
new[] { 0 },
new[] { 1, 2 },
Array.Empty<int>(),
Array.Empty<int>());
var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2).Build();
_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, convertD32S8ToD24S8Bindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, convertD32S8ToD24S8ResourceLayout);
var convertIndexBufferBindings = new ShaderBindings(
new[] { 0 },
new[] { 1, 2 },
Array.Empty<int>(),
Array.Empty<int>());
var convertIndexBufferResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2).Build();
_programConvertIndexBuffer = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, convertIndexBufferBindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ConvertIndexBufferShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, convertIndexBufferResourceLayout);
var convertIndirectDataBindings = new ShaderBindings(
new[] { 0 },
new[] { 1, 2, 3 },
Array.Empty<int>(),
Array.Empty<int>());
var convertIndirectDataResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 3).Build();
_programConvertIndirectData = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertIndirectDataShaderSource, convertIndirectDataBindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ConvertIndirectDataShaderSource, ShaderStage.Compute, TargetLanguage.Spirv),
}, convertIndirectDataResourceLayout);
_programDepthBlit = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programDepthBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programDepthDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
_programDepthDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.DepthDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
if (gd.Capabilities.SupportsShaderStencilExport)
{
_programStencilBlit = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilBlitFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programStencilBlitMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, blitVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, blitFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilBlitMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, blitResourceLayout);
_programStencilDrawToMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilDrawToMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
_programStencilDrawToNonMs = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, colorDrawToMsVertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
new ShaderSource(ShaderBinaries.ColorDrawToMsVertexShaderSource, ShaderStage.Vertex, TargetLanguage.Spirv),
new ShaderSource(ShaderBinaries.StencilDrawToNonMsFragmentShaderSource, ShaderStage.Fragment, TargetLanguage.Spirv),
}, colorDrawToMsResourceLayout);
}
}

View file

@ -1,52 +1,101 @@
using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System;
using System.Collections.Concurrent;
using System.Collections.ObjectModel;
namespace Ryujinx.Graphics.Vulkan
{
class PipelineLayoutCache
{
private readonly PipelineLayoutCacheEntry[] _plce;
private readonly List<PipelineLayoutCacheEntry> _plceMinimal;
private readonly struct PlceKey : IEquatable<PlceKey>
{
public readonly ReadOnlyCollection<ResourceDescriptorCollection> SetDescriptors;
public readonly bool UsePushDescriptors;
public PlceKey(ReadOnlyCollection<ResourceDescriptorCollection> setDescriptors, bool usePushDescriptors)
{
SetDescriptors = setDescriptors;
UsePushDescriptors = usePushDescriptors;
}
public override int GetHashCode()
{
HashCode hasher = new HashCode();
if (SetDescriptors != null)
{
foreach (var setDescriptor in SetDescriptors)
{
hasher.Add(setDescriptor);
}
}
hasher.Add(UsePushDescriptors);
return hasher.ToHashCode();
}
public override bool Equals(object obj)
{
return obj is PlceKey other && Equals(other);
}
public bool Equals(PlceKey other)
{
if ((SetDescriptors == null) != (other.SetDescriptors == null))
{
return false;
}
if (SetDescriptors != null)
{
if (SetDescriptors.Count != other.SetDescriptors.Count)
{
return false;
}
for (int index = 0; index < SetDescriptors.Count; index++)
{
if (!SetDescriptors[index].Equals(other.SetDescriptors[index]))
{
return false;
}
}
}
return UsePushDescriptors == other.UsePushDescriptors;
}
}
private readonly ConcurrentDictionary<PlceKey, PipelineLayoutCacheEntry> _plces;
public PipelineLayoutCache()
{
_plce = new PipelineLayoutCacheEntry[1 << Constants.MaxShaderStages];
_plceMinimal = new List<PipelineLayoutCacheEntry>();
_plces = new ConcurrentDictionary<PlceKey, PipelineLayoutCacheEntry>();
}
public PipelineLayoutCacheEntry Create(VulkanRenderer gd, Device device, ShaderSource[] shaders)
public PipelineLayoutCacheEntry GetOrCreate(
VulkanRenderer gd,
Device device,
ReadOnlyCollection<ResourceDescriptorCollection> setDescriptors,
bool usePushDescriptors)
{
var plce = new PipelineLayoutCacheEntry(gd, device, shaders);
_plceMinimal.Add(plce);
return plce;
}
var key = new PlceKey(setDescriptors, usePushDescriptors);
public PipelineLayoutCacheEntry GetOrCreate(VulkanRenderer gd, Device device, uint stages, bool usePd)
{
if (_plce[stages] == null)
{
_plce[stages] = new PipelineLayoutCacheEntry(gd, device, stages, usePd);
}
return _plce[stages];
return _plces.GetOrAdd(key, (newKey) => new PipelineLayoutCacheEntry(gd, device, setDescriptors, usePushDescriptors));
}
protected virtual unsafe void Dispose(bool disposing)
{
if (disposing)
{
for (int i = 0; i < _plce.Length; i++)
{
_plce[i]?.Dispose();
}
foreach (var plce in _plceMinimal)
foreach (var plce in _plces.Values)
{
plce.Dispose();
}
_plceMinimal.Clear();
_plces.Clear();
}
}

View file

@ -1,6 +1,7 @@
using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Collections.ObjectModel;
namespace Ryujinx.Graphics.Vulkan
{
@ -16,7 +17,7 @@ namespace Ryujinx.Graphics.Vulkan
private readonly int[] _dsCacheCursor;
private int _dsLastCbIndex;
private PipelineLayoutCacheEntry(VulkanRenderer gd, Device device)
private PipelineLayoutCacheEntry(VulkanRenderer gd, Device device, int setsCount)
{
_gd = gd;
_device = device;
@ -25,27 +26,24 @@ namespace Ryujinx.Graphics.Vulkan
for (int i = 0; i < CommandBufferPool.MaxCommandBuffers; i++)
{
_dsCache[i] = new List<Auto<DescriptorSetCollection>>[PipelineBase.DescriptorSetLayouts];
_dsCache[i] = new List<Auto<DescriptorSetCollection>>[setsCount];
for (int j = 0; j < PipelineBase.DescriptorSetLayouts; j++)
for (int j = 0; j < _dsCache[i].Length; j++)
{
_dsCache[i][j] = new List<Auto<DescriptorSetCollection>>();
}
}
_dsCacheCursor = new int[PipelineBase.DescriptorSetLayouts];
_dsCacheCursor = new int[setsCount];
}
public PipelineLayoutCacheEntry(VulkanRenderer gd, Device device, uint stages, bool usePd) : this(gd, device)
public PipelineLayoutCacheEntry(
VulkanRenderer gd,
Device device,
ReadOnlyCollection<ResourceDescriptorCollection> setDescriptors,
bool usePushDescriptors) : this(gd, device, setDescriptors.Count)
{
DescriptorSetLayouts = PipelineLayoutFactory.Create(gd, device, stages, usePd, out var pipelineLayout);
PipelineLayout = pipelineLayout;
}
public PipelineLayoutCacheEntry(VulkanRenderer gd, Device device, ShaderSource[] shaders) : this(gd, device)
{
DescriptorSetLayouts = PipelineLayoutFactory.CreateMinimal(gd, device, shaders, out var pipelineLayout);
PipelineLayout = pipelineLayout;
(DescriptorSetLayouts, PipelineLayout) = PipelineLayoutFactory.Create(gd, device, setDescriptors, usePushDescriptors);
}
public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
@ -58,7 +56,7 @@ namespace Ryujinx.Graphics.Vulkan
{
_dsLastCbIndex = commandBufferIndex;
for (int i = 0; i < PipelineBase.DescriptorSetLayouts; i++)
for (int i = 0; i < _dsCacheCursor.Length; i++)
{
_dsCacheCursor[i] = 0;
}

View file

@ -1,257 +1,74 @@
using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Numerics;
using System.Collections.ObjectModel;
namespace Ryujinx.Graphics.Vulkan
{
static class PipelineLayoutFactory
{
private const ShaderStageFlags SupportBufferStages =
ShaderStageFlags.VertexBit |
ShaderStageFlags.FragmentBit |
ShaderStageFlags.ComputeBit;
private static ShaderStageFlags ActiveStages(uint stages)
public static unsafe (DescriptorSetLayout[], PipelineLayout) Create(
VulkanRenderer gd,
Device device,
ReadOnlyCollection<ResourceDescriptorCollection> setDescriptors,
bool usePushDescriptors)
{
ShaderStageFlags stageFlags = 0;
DescriptorSetLayout[] layouts = new DescriptorSetLayout[setDescriptors.Count];
while (stages != 0)
bool isMoltenVk = gd.IsMoltenVk;
for (int setIndex = 0; setIndex < setDescriptors.Count; setIndex++)
{
int stage = BitOperations.TrailingZeroCount(stages);
stages &= ~(1u << stage);
ResourceDescriptorCollection rdc = setDescriptors[setIndex];
stageFlags |= stage switch
ResourceStages activeStages = ResourceStages.None;
if (isMoltenVk)
{
1 => ShaderStageFlags.FragmentBit,
2 => ShaderStageFlags.GeometryBit,
3 => ShaderStageFlags.TessellationControlBit,
4 => ShaderStageFlags.TessellationEvaluationBit,
_ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
};
}
return stageFlags;
}
public static unsafe DescriptorSetLayout[] Create(VulkanRenderer gd, Device device, uint stages, bool usePd, out PipelineLayout layout)
{
int stagesCount = BitOperations.PopCount(stages);
int uCount = Constants.MaxUniformBuffersPerStage * stagesCount + 1;
int tCount = Constants.MaxTexturesPerStage * 2 * stagesCount;
int iCount = Constants.MaxImagesPerStage * 2 * stagesCount;
DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[stagesCount];
DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
uLayoutBindings[0] = new DescriptorSetLayoutBinding
{
Binding = 0,
DescriptorType = DescriptorType.UniformBuffer,
DescriptorCount = 1,
StageFlags = SupportBufferStages
};
int iter = 0;
var activeStages = ActiveStages(stages);
while (stages != 0)
{
int stage = BitOperations.TrailingZeroCount(stages);
stages &= ~(1u << stage);
var stageFlags = stage switch
{
1 => ShaderStageFlags.FragmentBit,
2 => ShaderStageFlags.GeometryBit,
3 => ShaderStageFlags.TessellationControlBit,
4 => ShaderStageFlags.TessellationEvaluationBit,
_ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
};
void Set(DescriptorSetLayoutBinding* bindings, int maxPerStage, DescriptorType type, int start, int skip)
{
int totalPerStage = maxPerStage * skip;
for (int i = 0; i < maxPerStage; i++)
for (int descIndex = 0; descIndex < rdc.Descriptors.Count; descIndex++)
{
bindings[start + iter * totalPerStage + i] = new DescriptorSetLayoutBinding
{
Binding = (uint)(start + stage * totalPerStage + i),
DescriptorType = type,
DescriptorCount = 1,
StageFlags = stageFlags
};
activeStages |= rdc.Descriptors[descIndex].Stages;
}
}
void SetStorage(DescriptorSetLayoutBinding* bindings, int maxPerStage, int start = 0)
{
// There's a bug on MoltenVK where using the same buffer across different stages
// causes invalid resource errors, allow the binding on all active stages as workaround.
var flags = gd.IsMoltenVk ? activeStages : stageFlags;
DescriptorSetLayoutBinding[] layoutBindings = new DescriptorSetLayoutBinding[rdc.Descriptors.Count];
bindings[start + iter] = new DescriptorSetLayoutBinding
for (int descIndex = 0; descIndex < rdc.Descriptors.Count; descIndex++)
{
ResourceDescriptor descriptor = rdc.Descriptors[descIndex];
ResourceStages stages = descriptor.Stages;
if (descriptor.Type == ResourceType.StorageBuffer && isMoltenVk)
{
Binding = (uint)(start + stage * maxPerStage),
DescriptorType = DescriptorType.StorageBuffer,
DescriptorCount = (uint)maxPerStage,
StageFlags = flags
// There's a bug on MoltenVK where using the same buffer across different stages
// causes invalid resource errors, allow the binding on all active stages as workaround.
stages = activeStages;
}
layoutBindings[descIndex] = new DescriptorSetLayoutBinding()
{
Binding = (uint)descriptor.Binding,
DescriptorType = descriptor.Type.Convert(),
DescriptorCount = (uint)descriptor.Count,
StageFlags = stages.Convert()
};
}
Set(uLayoutBindings, Constants.MaxUniformBuffersPerStage, DescriptorType.UniformBuffer, 1, 1);
SetStorage(sLayoutBindings, Constants.MaxStorageBuffersPerStage);
Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.CombinedImageSampler, 0, 2);
Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.UniformTexelBuffer, Constants.MaxTexturesPerStage, 2);
Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageImage, 0, 2);
Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageTexelBuffer, Constants.MaxImagesPerStage, 2);
iter++;
}
DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineBase.DescriptorSetLayouts];
var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = uLayoutBindings,
BindingCount = (uint)uCount,
Flags = usePd ? DescriptorSetLayoutCreateFlags.PushDescriptorBitKhr : 0
};
var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = sLayoutBindings,
BindingCount = (uint)stagesCount
};
var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = tLayoutBindings,
BindingCount = (uint)tCount
};
var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = iLayoutBindings,
BindingCount = (uint)iCount
};
gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.UniformSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.StorageSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.TextureSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.ImageSetIndex]).ThrowOnError();
fixed (DescriptorSetLayout* pLayouts = layouts)
{
var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
fixed (DescriptorSetLayoutBinding* pLayoutBindings = layoutBindings)
{
SType = StructureType.PipelineLayoutCreateInfo,
PSetLayouts = pLayouts,
SetLayoutCount = PipelineBase.DescriptorSetLayouts
};
gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
}
return layouts;
}
public static unsafe DescriptorSetLayout[] CreateMinimal(VulkanRenderer gd, Device device, ShaderSource[] shaders, out PipelineLayout layout)
{
int stagesCount = shaders.Length;
int uCount = 0;
int sCount = 0;
int tCount = 0;
int iCount = 0;
foreach (var shader in shaders)
{
uCount += shader.Bindings.UniformBufferBindings.Count;
sCount += shader.Bindings.StorageBufferBindings.Count;
tCount += shader.Bindings.TextureBindings.Count;
iCount += shader.Bindings.ImageBindings.Count;
}
DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[sCount];
DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
int uIndex = 0;
int sIndex = 0;
int tIndex = 0;
int iIndex = 0;
foreach (var shader in shaders)
{
var stageFlags = shader.Stage.Convert();
void Set(DescriptorSetLayoutBinding* bindings, DescriptorType type, ref int start, IEnumerable<int> bds)
{
foreach (var b in bds)
var descriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
bindings[start++] = new DescriptorSetLayoutBinding
{
Binding = (uint)b,
DescriptorType = type,
DescriptorCount = 1,
StageFlags = stageFlags
};
}
}
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = pLayoutBindings,
BindingCount = (uint)layoutBindings.Length,
Flags = usePushDescriptors && setIndex == 0 ? DescriptorSetLayoutCreateFlags.PushDescriptorBitKhr : DescriptorSetLayoutCreateFlags.None
};
// TODO: Support buffer textures and images here.
// This is only used for the helper shaders on the backend, and we don't use buffer textures on them
// so far, so it's not really necessary right now.
Set(uLayoutBindings, DescriptorType.UniformBuffer, ref uIndex, shader.Bindings.UniformBufferBindings);
Set(sLayoutBindings, DescriptorType.StorageBuffer, ref sIndex, shader.Bindings.StorageBufferBindings);
Set(tLayoutBindings, DescriptorType.CombinedImageSampler, ref tIndex, shader.Bindings.TextureBindings);
Set(iLayoutBindings, DescriptorType.StorageImage, ref iIndex, shader.Bindings.ImageBindings);
gd.Api.CreateDescriptorSetLayout(device, descriptorSetLayoutCreateInfo, null, out layouts[setIndex]).ThrowOnError();
}
}
DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineBase.DescriptorSetLayouts];
var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = uLayoutBindings,
BindingCount = (uint)uCount
};
var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = sLayoutBindings,
BindingCount = (uint)sCount
};
var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = tLayoutBindings,
BindingCount = (uint)tCount
};
var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = iLayoutBindings,
BindingCount = (uint)iCount
};
gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.UniformSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.StorageSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.TextureSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.ImageSetIndex]).ThrowOnError();
PipelineLayout layout;
fixed (DescriptorSetLayout* pLayouts = layouts)
{
@ -259,13 +76,13 @@ namespace Ryujinx.Graphics.Vulkan
{
SType = StructureType.PipelineLayoutCreateInfo,
PSetLayouts = pLayouts,
SetLayoutCount = PipelineBase.DescriptorSetLayouts
SetLayoutCount = (uint)layouts.Length
};
gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
}
return layouts;
return (layouts, layout);
}
}
}

View file

@ -0,0 +1,22 @@
using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Vulkan
{
readonly struct ResourceBindingSegment
{
public readonly int Binding;
public readonly int Count;
public readonly ResourceType Type;
public readonly ResourceStages Stages;
public readonly ResourceAccess Access;
public ResourceBindingSegment(int binding, int count, ResourceType type, ResourceStages stages, ResourceAccess access)
{
Binding = binding;
Count = count;
Type = type;
Stages = stages;
Access = access;
}
}
}

View file

@ -0,0 +1,67 @@
using Ryujinx.Graphics.GAL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Vulkan
{
class ResourceLayoutBuilder
{
private const int TotalSets = PipelineBase.DescriptorSetLayouts;
private readonly List<ResourceDescriptor>[] _resourceDescriptors;
private readonly List<ResourceUsage>[] _resourceUsages;
public ResourceLayoutBuilder()
{
_resourceDescriptors = new List<ResourceDescriptor>[TotalSets];
_resourceUsages = new List<ResourceUsage>[TotalSets];
for (int index = 0; index < TotalSets; index++)
{
_resourceDescriptors[index] = new();
_resourceUsages[index] = new();
}
}
public ResourceLayoutBuilder Add(ResourceStages stages, ResourceType type, int binding)
{
int setIndex = type switch
{
ResourceType.UniformBuffer => PipelineBase.UniformSetIndex,
ResourceType.StorageBuffer => PipelineBase.StorageSetIndex,
ResourceType.TextureAndSampler or ResourceType.BufferTexture => PipelineBase.TextureSetIndex,
ResourceType.Image or ResourceType.BufferImage => PipelineBase.ImageSetIndex,
_ => throw new ArgumentException($"Invalid resource type \"{type}\".")
};
ResourceAccess access = IsReadOnlyType(type) ? ResourceAccess.Read : ResourceAccess.ReadWrite;
_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding, 1, type, stages));
_resourceUsages[setIndex].Add(new ResourceUsage(binding, type, stages, access));
return this;
}
private static bool IsReadOnlyType(ResourceType type)
{
return type == ResourceType.UniformBuffer ||
type == ResourceType.Sampler ||
type == ResourceType.TextureAndSampler ||
type == ResourceType.BufferTexture;
}
public ResourceLayout Build()
{
var descriptors = new ResourceDescriptorCollection[TotalSets];
var usages = new ResourceUsageCollection[TotalSets];
for (int index = 0; index < TotalSets; index++)
{
descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly());
usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());
}
return new ResourceLayout(descriptors.AsReadOnly(), usages.AsReadOnly());
}
}
}

View file

@ -26,8 +26,6 @@ namespace Ryujinx.Graphics.Vulkan
public ShaderStageFlags StageFlags => _stage;
public ShaderBindings Bindings { get; }
public ProgramLinkStatus CompileStatus { private set; get; }
public readonly Task CompileTask;
@ -36,7 +34,6 @@ namespace Ryujinx.Graphics.Vulkan
{
_api = api;
_device = device;
Bindings = shaderSource.Bindings;
CompileStatus = ProgramLinkStatus.Incomplete;

View file

@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Threading.Tasks;
@ -23,7 +24,7 @@ namespace Ryujinx.Graphics.Vulkan
public uint Stages { get; }
public int[][][] Bindings { get; }
public ResourceBindingSegment[][] BindingSegments { get; }
public ProgramLinkStatus LinkStatus { get; private set; }
@ -54,7 +55,13 @@ namespace Ryujinx.Graphics.Vulkan
private Task _compileTask;
private bool _firstBackgroundUse;
public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, SpecDescription[] specDescription = null, bool isMinimal = false)
public ShaderCollection(
VulkanRenderer gd,
Device device,
ShaderSource[] shaders,
ResourceLayout resourceLayout,
SpecDescription[] specDescription = null,
bool isMinimal = false)
{
_gd = gd;
_device = device;
@ -99,39 +106,16 @@ namespace Ryujinx.Graphics.Vulkan
_shaders = internalShaders;
bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
bool usePushDescriptors = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
_plce = isMinimal
? gd.PipelineLayoutCache.Create(gd, device, shaders)
: gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
_plce = gd.PipelineLayoutCache.GetOrCreate(gd, device, resourceLayout.Sets, usePushDescriptors);
HasMinimalLayout = isMinimal;
UsePushDescriptors = usePd;
UsePushDescriptors = usePushDescriptors;
Stages = stages;
int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
{
bool hasAny = false;
int[][] bindings = new int[internalShaders.Length][];
for (int i = 0; i < internalShaders.Length; i++)
{
var collection = selector(internalShaders[i].Bindings);
hasAny |= collection.Count != 0;
bindings[i] = collection.ToArray();
}
return hasAny ? bindings : Array.Empty<int[]>();
}
Bindings = new[]
{
GrabAll(x => x.UniformBufferBindings),
GrabAll(x => x.StorageBufferBindings),
GrabAll(x => x.TextureBindings),
GrabAll(x => x.ImageBindings)
};
BindingSegments = BuildBindingSegments(resourceLayout.SetUsages);
_compileTask = Task.CompletedTask;
_firstBackgroundUse = false;
@ -141,8 +125,9 @@ namespace Ryujinx.Graphics.Vulkan
VulkanRenderer gd,
Device device,
ShaderSource[] sources,
ResourceLayout resourceLayout,
ProgramPipelineState state,
bool fromCache) : this(gd, device, sources)
bool fromCache) : this(gd, device, sources, resourceLayout)
{
_state = state;
@ -150,6 +135,67 @@ namespace Ryujinx.Graphics.Vulkan
_firstBackgroundUse = !fromCache;
}
private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages)
{
ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
for (int setIndex = 0; setIndex < setUsages.Count; setIndex++)
{
List<ResourceBindingSegment> currentSegments = new List<ResourceBindingSegment>();
ResourceUsage currentUsage = default;
int currentCount = 0;
for (int index = 0; index < setUsages[setIndex].Usages.Count; index++)
{
ResourceUsage usage = setUsages[setIndex].Usages[index];
// If the resource is not accessed, we don't need to update it.
if (usage.Access == ResourceAccess.None)
{
continue;
}
if (currentUsage.Binding + currentCount != usage.Binding ||
currentUsage.Type != usage.Type ||
currentUsage.Stages != usage.Stages ||
currentUsage.Access != usage.Access)
{
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentUsage.Binding,
currentCount,
currentUsage.Type,
currentUsage.Stages,
currentUsage.Access));
}
currentUsage = usage;
currentCount = 1;
}
else
{
currentCount++;
}
}
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentUsage.Binding,
currentCount,
currentUsage.Type,
currentUsage.Stages,
currentUsage.Access));
}
segments[setIndex] = currentSegments.ToArray();
}
return segments;
}
private async Task BackgroundCompilation()
{
await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));

View file

@ -10,7 +10,6 @@ using Silk.NET.Vulkan.Extensions.EXT;
using Silk.NET.Vulkan.Extensions.KHR;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Vulkan
@ -398,17 +397,17 @@ namespace Ryujinx.Graphics.Vulkan
if (info.State.HasValue || isCompute)
{
return new ShaderCollection(this, _device, sources, info.State ?? default, info.FromCache);
return new ShaderCollection(this, _device, sources, info.ResourceLayout, info.State ?? default, info.FromCache);
}
else
{
return new ShaderCollection(this, _device, sources);
return new ShaderCollection(this, _device, sources, info.ResourceLayout);
}
}
internal ShaderCollection CreateProgramWithMinimalLayout(ShaderSource[] sources, SpecDescription[] specDescription = null)
internal ShaderCollection CreateProgramWithMinimalLayout(ShaderSource[] sources, ResourceLayout resourceLayout, SpecDescription[] specDescription = null)
{
return new ShaderCollection(this, _device, sources, specDescription: specDescription, isMinimal: true);
return new ShaderCollection(this, _device, sources, resourceLayout, specDescription, isMinimal: true);
}
public ISampler CreateSampler(GAL.SamplerCreateInfo info)
@ -658,7 +657,7 @@ namespace Ryujinx.Graphics.Vulkan
Logger.Notice.Print(LogClass.Gpu, $"{GpuVendor} {GpuRenderer} ({GpuVersion})");
}
public GAL.PrimitiveTopology TopologyRemap(GAL.PrimitiveTopology topology)
internal GAL.PrimitiveTopology TopologyRemap(GAL.PrimitiveTopology topology)
{
return topology switch
{
@ -669,7 +668,7 @@ namespace Ryujinx.Graphics.Vulkan
};
}
public bool TopologyUnsupported(GAL.PrimitiveTopology topology)
internal bool TopologyUnsupported(GAL.PrimitiveTopology topology)
{
return topology switch
{