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

@ -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()