398fa1c238
* Update Silk.NET version * fix: add MoltenVK resolver workaround fix: add MoltenVK resolver workaround * Cleanup * Readonly ref warnings * Remove driver id todo
221 lines
7.6 KiB
C#
221 lines
7.6 KiB
C#
using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Vulkan
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{
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internal class RenderPassHolder
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{
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private readonly struct FramebufferCacheKey : IRefEquatable<FramebufferCacheKey>
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{
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private readonly uint _width;
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private readonly uint _height;
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private readonly uint _layers;
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public FramebufferCacheKey(uint width, uint height, uint layers)
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{
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_width = width;
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_height = height;
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_layers = layers;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_width, _height, _layers);
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}
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public bool Equals(ref FramebufferCacheKey other)
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{
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return other._width == _width && other._height == _height && other._layers == _layers;
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}
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}
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private readonly record struct ForcedFence(TextureStorage Texture, PipelineStageFlags StageFlags);
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private readonly TextureView[] _textures;
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private readonly Auto<DisposableRenderPass> _renderPass;
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private readonly HashTableSlim<FramebufferCacheKey, Auto<DisposableFramebuffer>> _framebuffers;
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private readonly RenderPassCacheKey _key;
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private readonly List<ForcedFence> _forcedFences;
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public unsafe RenderPassHolder(VulkanRenderer gd, Device device, RenderPassCacheKey key, FramebufferParams fb)
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{
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// Create render pass using framebuffer params.
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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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var hasFramebuffer = fb != null;
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if (hasFramebuffer && fb.AttachmentsCount != 0)
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{
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attachmentDescs = new AttachmentDescription[fb.AttachmentsCount];
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for (int i = 0; i < fb.AttachmentsCount; i++)
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{
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attachmentDescs[i] = new AttachmentDescription(
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0,
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fb.AttachmentFormats[i],
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TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, fb.AttachmentSamples[i]),
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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 = fb.ColorAttachmentsCount;
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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 = fb.MaxColorAttachmentIndex;
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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 = fb.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 (fb.HasDepthStencil)
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{
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uint dsIndex = (uint)fb.AttachmentsCount - 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 = PipelineConverter.CreateSubpassDependency(gd);
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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, in renderPassCreateInfo, null, out var renderPass).ThrowOnError();
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_renderPass = new Auto<DisposableRenderPass>(new DisposableRenderPass(gd.Api, device, renderPass));
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}
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_framebuffers = new HashTableSlim<FramebufferCacheKey, Auto<DisposableFramebuffer>>();
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// Register this render pass with all render target views.
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var textures = fb.GetAttachmentViews();
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foreach (var texture in textures)
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{
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texture.AddRenderPass(key, this);
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}
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_textures = textures;
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_key = key;
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_forcedFences = new List<ForcedFence>();
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}
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public Auto<DisposableFramebuffer> GetFramebuffer(VulkanRenderer gd, CommandBufferScoped cbs, FramebufferParams fb)
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{
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var key = new FramebufferCacheKey(fb.Width, fb.Height, fb.Layers);
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if (!_framebuffers.TryGetValue(ref key, out Auto<DisposableFramebuffer> result))
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{
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result = fb.Create(gd.Api, cbs, _renderPass);
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_framebuffers.Add(ref key, result);
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}
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return result;
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}
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public Auto<DisposableRenderPass> GetRenderPass()
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{
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return _renderPass;
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}
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public void AddForcedFence(TextureStorage storage, PipelineStageFlags stageFlags)
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{
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if (!_forcedFences.Any(fence => fence.Texture == storage))
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{
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_forcedFences.Add(new ForcedFence(storage, stageFlags));
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}
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}
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public void InsertForcedFences(CommandBufferScoped cbs)
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{
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if (_forcedFences.Count > 0)
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{
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_forcedFences.RemoveAll((entry) =>
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{
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if (entry.Texture.Disposed)
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{
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return true;
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}
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entry.Texture.QueueWriteToReadBarrier(cbs, AccessFlags.ShaderReadBit, entry.StageFlags);
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return false;
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});
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}
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}
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public bool ContainsAttachment(TextureStorage storage)
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{
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return _textures.Any(view => view.Storage == storage);
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}
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public void Dispose()
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{
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// Dispose all framebuffers.
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foreach (var fb in _framebuffers.Values)
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{
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fb.Dispose();
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}
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// Notify all texture views that this render pass has been disposed.
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foreach (var texture in _textures)
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{
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texture.RemoveRenderPass(_key);
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}
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// Dispose render pass.
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_renderPass.Dispose();
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}
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}
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}
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