ryujinx-mirror/Ryujinx.Graphics.Vulkan/PipelineLayoutFactory.cs
riperiperi c6d82209ab
Restride vertex buffer when stride causes attributes to misalign in Vulkan. (#3679)
* Vertex Buffer Alignment part 1

* Update CacheByRange

* Add Stride Change compute shader, fix storage buffers in helpers

* An AMD exclusive

* Reword

* Change rules - stride conversion when attrs misalign

* Fix stupid mistake

* Fix background pipeline compile

* Improve a few things.

* Fix some feedback

* Address Feedback

(the shader binary didn't change when i changed the source to use the subgroup size)

* Fix bug where rewritten buffer would be disposed instantly.
2022-09-08 20:30:19 -03:00

244 lines
11 KiB
C#

using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Numerics;
namespace Ryujinx.Graphics.Vulkan
{
static class PipelineLayoutFactory
{
private const ShaderStageFlags SupportBufferStages =
ShaderStageFlags.ShaderStageVertexBit |
ShaderStageFlags.ShaderStageFragmentBit |
ShaderStageFlags.ShaderStageComputeBit;
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;
while (stages != 0)
{
int stage = BitOperations.TrailingZeroCount(stages);
stages &= ~(1u << stage);
var stageFlags = stage switch
{
1 => ShaderStageFlags.ShaderStageFragmentBit,
2 => ShaderStageFlags.ShaderStageGeometryBit,
3 => ShaderStageFlags.ShaderStageTessellationControlBit,
4 => ShaderStageFlags.ShaderStageTessellationEvaluationBit,
_ => ShaderStageFlags.ShaderStageVertexBit | ShaderStageFlags.ShaderStageComputeBit
};
void Set(DescriptorSetLayoutBinding* bindings, int maxPerStage, DescriptorType type, int start, int skip)
{
int totalPerStage = maxPerStage * skip;
for (int i = 0; i < maxPerStage; i++)
{
bindings[start + iter * totalPerStage + i] = new DescriptorSetLayoutBinding
{
Binding = (uint)(start + stage * totalPerStage + i),
DescriptorType = type,
DescriptorCount = 1,
StageFlags = stageFlags
};
}
}
void SetStorage(DescriptorSetLayoutBinding* bindings, int maxPerStage, int start = 0)
{
bindings[start + iter] = new DescriptorSetLayoutBinding
{
Binding = (uint)(start + stage * maxPerStage),
DescriptorType = DescriptorType.StorageBuffer,
DescriptorCount = (uint)maxPerStage,
StageFlags = stageFlags
};
}
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[PipelineFull.DescriptorSetLayouts];
var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = uLayoutBindings,
BindingCount = (uint)uCount,
Flags = usePd ? DescriptorSetLayoutCreateFlags.DescriptorSetLayoutCreatePushDescriptorBitKhr : 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[PipelineFull.UniformSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.StorageSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.TextureSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.ImageSetIndex]).ThrowOnError();
fixed (DescriptorSetLayout* pLayouts = layouts)
{
var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
{
SType = StructureType.PipelineLayoutCreateInfo,
PSetLayouts = pLayouts,
SetLayoutCount = PipelineFull.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)
{
bindings[start++] = new DescriptorSetLayoutBinding
{
Binding = (uint)b,
DescriptorType = type,
DescriptorCount = 1,
StageFlags = stageFlags
};
}
}
// 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);
}
DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineFull.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[PipelineFull.UniformSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.StorageSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.TextureSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineFull.ImageSetIndex]).ThrowOnError();
fixed (DescriptorSetLayout* pLayouts = layouts)
{
var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
{
SType = StructureType.PipelineLayoutCreateInfo,
PSetLayouts = pLayouts,
SetLayoutCount = PipelineFull.DescriptorSetLayouts
};
gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
}
return layouts;
}
}
}