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244 lines
11 KiB
C#
244 lines
11 KiB
C#
using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Ryujinx.Graphics.Vulkan
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{
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static class PipelineLayoutFactory
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{
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private const ShaderStageFlags SupportBufferStages =
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ShaderStageFlags.VertexBit |
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ShaderStageFlags.FragmentBit |
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ShaderStageFlags.ComputeBit;
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public static unsafe DescriptorSetLayout[] Create(VulkanRenderer gd, Device device, uint stages, bool usePd, out PipelineLayout layout)
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{
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int stagesCount = BitOperations.PopCount(stages);
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int uCount = Constants.MaxUniformBuffersPerStage * stagesCount + 1;
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int tCount = Constants.MaxTexturesPerStage * 2 * stagesCount;
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int iCount = Constants.MaxImagesPerStage * 2 * stagesCount;
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DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
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DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[stagesCount];
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DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
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DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
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uLayoutBindings[0] = new DescriptorSetLayoutBinding
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{
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Binding = 0,
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DescriptorType = DescriptorType.UniformBuffer,
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DescriptorCount = 1,
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StageFlags = SupportBufferStages
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};
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int iter = 0;
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while (stages != 0)
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{
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int stage = BitOperations.TrailingZeroCount(stages);
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stages &= ~(1u << stage);
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var stageFlags = stage switch
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{
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1 => ShaderStageFlags.FragmentBit,
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2 => ShaderStageFlags.GeometryBit,
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3 => ShaderStageFlags.TessellationControlBit,
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4 => ShaderStageFlags.TessellationEvaluationBit,
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_ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
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};
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void Set(DescriptorSetLayoutBinding* bindings, int maxPerStage, DescriptorType type, int start, int skip)
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{
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int totalPerStage = maxPerStage * skip;
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for (int i = 0; i < maxPerStage; i++)
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{
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bindings[start + iter * totalPerStage + i] = new DescriptorSetLayoutBinding
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{
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Binding = (uint)(start + stage * totalPerStage + i),
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DescriptorType = type,
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DescriptorCount = 1,
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StageFlags = stageFlags
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};
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}
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}
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void SetStorage(DescriptorSetLayoutBinding* bindings, int maxPerStage, int start = 0)
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{
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bindings[start + iter] = new DescriptorSetLayoutBinding
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{
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Binding = (uint)(start + stage * maxPerStage),
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DescriptorType = DescriptorType.StorageBuffer,
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DescriptorCount = (uint)maxPerStage,
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StageFlags = stageFlags
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};
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}
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Set(uLayoutBindings, Constants.MaxUniformBuffersPerStage, DescriptorType.UniformBuffer, 1, 1);
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SetStorage(sLayoutBindings, Constants.MaxStorageBuffersPerStage);
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Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.CombinedImageSampler, 0, 2);
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Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.UniformTexelBuffer, Constants.MaxTexturesPerStage, 2);
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Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageImage, 0, 2);
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Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageTexelBuffer, Constants.MaxImagesPerStage, 2);
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iter++;
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}
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DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineFull.DescriptorSetLayouts];
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var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = uLayoutBindings,
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BindingCount = (uint)uCount,
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Flags = usePd ? DescriptorSetLayoutCreateFlags.PushDescriptorBitKhr : 0
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};
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var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = sLayoutBindings,
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BindingCount = (uint)stagesCount
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};
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var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = tLayoutBindings,
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BindingCount = (uint)tCount
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};
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var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = iLayoutBindings,
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BindingCount = (uint)iCount
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};
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gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.UniformSetIndex]).ThrowOnError();
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gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.StorageSetIndex]).ThrowOnError();
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gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.TextureSetIndex]).ThrowOnError();
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gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.ImageSetIndex]).ThrowOnError();
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fixed (DescriptorSetLayout* pLayouts = layouts)
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{
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var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
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{
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SType = StructureType.PipelineLayoutCreateInfo,
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PSetLayouts = pLayouts,
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SetLayoutCount = PipelineFull.DescriptorSetLayouts
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};
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gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
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}
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return layouts;
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}
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public static unsafe DescriptorSetLayout[] CreateMinimal(VulkanRenderer gd, Device device, ShaderSource[] shaders, out PipelineLayout layout)
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{
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int stagesCount = shaders.Length;
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int uCount = 0;
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int sCount = 0;
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int tCount = 0;
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int iCount = 0;
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foreach (var shader in shaders)
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{
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uCount += shader.Bindings.UniformBufferBindings.Count;
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sCount += shader.Bindings.StorageBufferBindings.Count;
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tCount += shader.Bindings.TextureBindings.Count;
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iCount += shader.Bindings.ImageBindings.Count;
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}
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DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
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DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[sCount];
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DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
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DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
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int uIndex = 0;
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int sIndex = 0;
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int tIndex = 0;
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int iIndex = 0;
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foreach (var shader in shaders)
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{
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var stageFlags = shader.Stage.Convert();
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void Set(DescriptorSetLayoutBinding* bindings, DescriptorType type, ref int start, IEnumerable<int> bds)
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{
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foreach (var b in bds)
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{
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bindings[start++] = new DescriptorSetLayoutBinding
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{
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Binding = (uint)b,
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DescriptorType = type,
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DescriptorCount = 1,
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StageFlags = stageFlags
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};
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}
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}
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// TODO: Support buffer textures and images here.
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// This is only used for the helper shaders on the backend, and we don't use buffer textures on them
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// so far, so it's not really necessary right now.
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Set(uLayoutBindings, DescriptorType.UniformBuffer, ref uIndex, shader.Bindings.UniformBufferBindings);
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Set(sLayoutBindings, DescriptorType.StorageBuffer, ref sIndex, shader.Bindings.StorageBufferBindings);
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Set(tLayoutBindings, DescriptorType.CombinedImageSampler, ref tIndex, shader.Bindings.TextureBindings);
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Set(iLayoutBindings, DescriptorType.StorageImage, ref iIndex, shader.Bindings.ImageBindings);
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}
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DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineFull.DescriptorSetLayouts];
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var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = uLayoutBindings,
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BindingCount = (uint)uCount
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};
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var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = sLayoutBindings,
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BindingCount = (uint)sCount
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};
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var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = tLayoutBindings,
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BindingCount = (uint)tCount
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};
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var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
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{
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SType = StructureType.DescriptorSetLayoutCreateInfo,
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PBindings = iLayoutBindings,
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BindingCount = (uint)iCount
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};
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gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.UniformSetIndex]).ThrowOnError();
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gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.StorageSetIndex]).ThrowOnError();
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gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.TextureSetIndex]).ThrowOnError();
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gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.ImageSetIndex]).ThrowOnError();
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fixed (DescriptorSetLayout* pLayouts = layouts)
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{
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var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
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{
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SType = StructureType.PipelineLayoutCreateInfo,
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PSetLayouts = pLayouts,
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SetLayoutCount = PipelineFull.DescriptorSetLayouts
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};
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gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
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}
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return layouts;
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}
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}
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}
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