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-rw-r--r--Ryujinx.Graphics.Vulkan/PipelineBase.cs1220
1 files changed, 1220 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Vulkan/PipelineBase.cs b/Ryujinx.Graphics.Vulkan/PipelineBase.cs
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+++ b/Ryujinx.Graphics.Vulkan/PipelineBase.cs
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+using Ryujinx.Graphics.GAL;
+using Ryujinx.Graphics.Shader;
+using Silk.NET.Vulkan;
+using System;
+
+namespace Ryujinx.Graphics.Vulkan
+{
+ class PipelineBase : IDisposable
+ {
+ public const int DescriptorSetLayouts = 4;
+
+ public const int UniformSetIndex = 0;
+ public const int StorageSetIndex = 1;
+ public const int TextureSetIndex = 2;
+ public const int ImageSetIndex = 3;
+
+ protected readonly VulkanRenderer Gd;
+ protected readonly Device Device;
+ public readonly PipelineCache PipelineCache;
+
+ private PipelineDynamicState _dynamicState;
+ private PipelineState _newState;
+ private bool _stateDirty;
+ private GAL.PrimitiveTopology _topology;
+
+ private ulong _currentPipelineHandle;
+
+ protected Auto<DisposablePipeline> Pipeline;
+
+ protected PipelineBindPoint Pbp;
+
+ protected CommandBufferScoped Cbs;
+ protected CommandBufferScoped? PreloadCbs;
+ protected CommandBuffer CommandBuffer;
+
+ public CommandBufferScoped CurrentCommandBuffer => Cbs;
+
+ private ShaderCollection _program;
+
+ private Vector4<float>[] _renderScale = new Vector4<float>[73];
+ private int _fragmentScaleCount;
+
+ protected FramebufferParams FramebufferParams;
+ private Auto<DisposableFramebuffer> _framebuffer;
+ private Auto<DisposableRenderPass> _renderPass;
+ private int _writtenAttachmentCount;
+ private bool _renderPassActive;
+
+ private readonly DescriptorSetUpdater _descriptorSetUpdater;
+
+ private BufferState _indexBuffer;
+ private readonly BufferState[] _transformFeedbackBuffers;
+ private readonly BufferState[] _vertexBuffers;
+ protected Rectangle<int> ClearScissor;
+
+ public SupportBufferUpdater SupportBufferUpdater;
+
+ private bool _needsIndexBufferRebind;
+ private bool _needsTransformFeedbackBuffersRebind;
+ private bool _needsVertexBuffersRebind;
+
+ private bool _tfEnabled;
+ private bool _tfActive;
+
+ public ulong DrawCount { get; private set; }
+
+ public unsafe PipelineBase(VulkanRenderer gd, Device device)
+ {
+ Gd = gd;
+ Device = device;
+
+ var pipelineCacheCreateInfo = new PipelineCacheCreateInfo()
+ {
+ SType = StructureType.PipelineCacheCreateInfo
+ };
+
+ gd.Api.CreatePipelineCache(device, pipelineCacheCreateInfo, null, out PipelineCache).ThrowOnError();
+
+ _descriptorSetUpdater = new DescriptorSetUpdater(gd, this);
+
+ _transformFeedbackBuffers = new BufferState[Constants.MaxTransformFeedbackBuffers];
+ _vertexBuffers = new BufferState[Constants.MaxVertexBuffers + 1];
+
+ const int EmptyVbSize = 16;
+
+ using var emptyVb = gd.BufferManager.Create(gd, EmptyVbSize);
+ emptyVb.SetData(0, new byte[EmptyVbSize]);
+ _vertexBuffers[0] = new BufferState(emptyVb.GetBuffer(), 0, EmptyVbSize, 0UL);
+ _needsVertexBuffersRebind = true;
+
+ ClearScissor = new Rectangle<int>(0, 0, 0xffff, 0xffff);
+
+ var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
+ new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
+
+ _newState.Initialize();
+ _newState.LineWidth = 1f;
+ _newState.SamplesCount = 1;
+ }
+
+ public void Initialize()
+ {
+ SupportBufferUpdater = new SupportBufferUpdater(Gd);
+ SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
+ }
+
+ public unsafe void Barrier()
+ {
+ MemoryBarrier memoryBarrier = new MemoryBarrier()
+ {
+ SType = StructureType.MemoryBarrier,
+ SrcAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit,
+ DstAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit
+ };
+
+ Gd.Api.CmdPipelineBarrier(
+ CommandBuffer,
+ PipelineStageFlags.PipelineStageFragmentShaderBit,
+ PipelineStageFlags.PipelineStageFragmentShaderBit,
+ 0,
+ 1,
+ memoryBarrier,
+ 0,
+ null,
+ 0,
+ null);
+ }
+
+ public void BeginTransformFeedback(GAL.PrimitiveTopology topology)
+ {
+ _tfEnabled = true;
+ }
+
+ public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
+ {
+ EndRenderPass();
+
+ var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, true).Get(Cbs, offset, size).Value;
+
+ BufferHolder.InsertBufferBarrier(
+ Gd,
+ Cbs.CommandBuffer,
+ dst,
+ BufferHolder.DefaultAccessFlags,
+ AccessFlags.AccessTransferWriteBit,
+ PipelineStageFlags.PipelineStageAllCommandsBit,
+ PipelineStageFlags.PipelineStageTransferBit,
+ offset,
+ size);
+
+ Gd.Api.CmdFillBuffer(CommandBuffer, dst, (ulong)offset, (ulong)size, value);
+
+ BufferHolder.InsertBufferBarrier(
+ Gd,
+ Cbs.CommandBuffer,
+ dst,
+ AccessFlags.AccessTransferWriteBit,
+ BufferHolder.DefaultAccessFlags,
+ PipelineStageFlags.PipelineStageTransferBit,
+ PipelineStageFlags.PipelineStageAllCommandsBit,
+ offset,
+ size);
+ }
+
+ public unsafe void ClearRenderTargetColor(int index, int layer, ColorF color)
+ {
+ if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index))
+ {
+ return;
+ }
+
+ if (_renderPass == null)
+ {
+ CreateRenderPass();
+ }
+
+ BeginRenderPass();
+
+ var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
+ var attachment = new ClearAttachment(ImageAspectFlags.ImageAspectColorBit, (uint)index, clearValue);
+ var clearRect = FramebufferParams?.GetClearRect(ClearScissor, layer) ?? default;
+
+ Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
+ }
+
+ public unsafe void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
+ {
+ // TODO: Use stencilMask (fully)
+
+ if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
+ {
+ return;
+ }
+
+ if (_renderPass == null)
+ {
+ CreateRenderPass();
+ }
+
+ BeginRenderPass();
+
+ var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
+ var flags = depthMask ? ImageAspectFlags.ImageAspectDepthBit : 0;
+
+ if (stencilMask != 0)
+ {
+ flags |= ImageAspectFlags.ImageAspectStencilBit;
+ }
+
+ var attachment = new ClearAttachment(flags, 0, clearValue);
+ var clearRect = FramebufferParams?.GetClearRect(ClearScissor, layer) ?? default;
+
+ Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
+ }
+
+ public void CommandBufferBarrier()
+ {
+ // TODO: More specific barrier?
+ Barrier();
+ }
+
+ public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
+ {
+ EndRenderPass();
+
+ var src = Gd.BufferManager.GetBuffer(CommandBuffer, source, false);
+ var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, true);
+
+ BufferHolder.Copy(Gd, Cbs, src, dst, srcOffset, dstOffset, size);
+ }
+
+ public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
+ {
+ if (!_program.IsLinked)
+ {
+ return;
+ }
+
+ EndRenderPass();
+ RecreatePipelineIfNeeded(PipelineBindPoint.Compute);
+
+ Gd.Api.CmdDispatch(CommandBuffer, (uint)groupsX, (uint)groupsY, (uint)groupsZ);
+ }
+
+ public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
+ {
+ if (!_program.IsLinked)
+ {
+ return;
+ }
+
+ RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
+ BeginRenderPass();
+ ResumeTransformFeedbackInternal();
+ DrawCount++;
+
+ if (_topology == GAL.PrimitiveTopology.Quads)
+ {
+ int quadsCount = vertexCount / 4;
+
+ for (int i = 0; i < quadsCount; i++)
+ {
+ Gd.Api.CmdDraw(CommandBuffer, 4, (uint)instanceCount, (uint)(firstVertex + i * 4), (uint)firstInstance);
+ }
+ }
+ else
+ {
+ Gd.Api.CmdDraw(CommandBuffer, (uint)vertexCount, (uint)instanceCount, (uint)firstVertex, (uint)firstInstance);
+ }
+ }
+
+ public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
+ {
+ if (!_program.IsLinked)
+ {
+ return;
+ }
+
+ RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
+ BeginRenderPass();
+ ResumeTransformFeedbackInternal();
+ DrawCount++;
+
+ if (_topology == GAL.PrimitiveTopology.Quads)
+ {
+ int quadsCount = indexCount / 4;
+
+ for (int i = 0; i < quadsCount; i++)
+ {
+ Gd.Api.CmdDrawIndexed(CommandBuffer, 4, (uint)instanceCount, (uint)(firstIndex + i * 4), firstVertex, (uint)firstInstance);
+ }
+ }
+ else
+ {
+ Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)indexCount, (uint)instanceCount, (uint)firstIndex, firstVertex, (uint)firstInstance);
+ }
+ }
+
+ public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
+ {
+ if (texture is TextureView srcTexture)
+ {
+ SupportBufferUpdater.Commit();
+
+ var oldCullMode = _newState.CullMode;
+ var oldStencilTestEnable = _newState.StencilTestEnable;
+ var oldDepthTestEnable = _newState.DepthTestEnable;
+ var oldDepthWriteEnable = _newState.DepthWriteEnable;
+ var oldTopology = _newState.Topology;
+ var oldViewports = _dynamicState.Viewports;
+ var oldViewportsCount = _newState.ViewportsCount;
+
+ _newState.CullMode = CullModeFlags.CullModeNone;
+ _newState.StencilTestEnable = false;
+ _newState.DepthTestEnable = false;
+ _newState.DepthWriteEnable = false;
+ SignalStateChange();
+
+ Gd.HelperShader.DrawTexture(
+ Gd,
+ this,
+ srcTexture,
+ sampler,
+ srcRegion,
+ dstRegion);
+
+ _newState.CullMode = oldCullMode;
+ _newState.StencilTestEnable = oldStencilTestEnable;
+ _newState.DepthTestEnable = oldDepthTestEnable;
+ _newState.DepthWriteEnable = oldDepthWriteEnable;
+ _newState.Topology = oldTopology;
+
+ _dynamicState.Viewports = oldViewports;
+ _dynamicState.ViewportsCount = (int)oldViewportsCount;
+ _dynamicState.SetViewportsDirty();
+
+ _newState.ViewportsCount = oldViewportsCount;
+ SignalStateChange();
+ }
+ }
+
+ public void EndTransformFeedback()
+ {
+ PauseTransformFeedbackInternal();
+ _tfEnabled = false;
+ }
+
+ public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
+ {
+ if (!Gd.Capabilities.SupportsIndirectParameters)
+ {
+ throw new NotSupportedException();
+ }
+
+ if (_program.LinkStatus != ProgramLinkStatus.Success)
+ {
+ return;
+ }
+
+ RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
+ BeginRenderPass();
+ ResumeTransformFeedbackInternal();
+ DrawCount++;
+
+ var buffer = Gd.BufferManager.GetBuffer(CommandBuffer, indirectBuffer.Handle, true).Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
+ var countBuffer = Gd.BufferManager.GetBuffer(CommandBuffer, parameterBuffer.Handle, true).Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
+
+ Gd.DrawIndirectCountApi.CmdDrawIndirectCount(
+ CommandBuffer,
+ buffer,
+ (ulong)indirectBuffer.Offset,
+ countBuffer,
+ (ulong)parameterBuffer.Offset,
+ (uint)maxDrawCount,
+ (uint)stride);
+ }
+
+ public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
+ {
+ if (!Gd.Capabilities.SupportsIndirectParameters)
+ {
+ throw new NotSupportedException();
+ }
+
+ if (_program.LinkStatus != ProgramLinkStatus.Success)
+ {
+ return;
+ }
+
+ RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
+ BeginRenderPass();
+ ResumeTransformFeedbackInternal();
+ DrawCount++;
+
+ var buffer = Gd.BufferManager.GetBuffer(CommandBuffer, indirectBuffer.Handle, true).Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
+ var countBuffer = Gd.BufferManager.GetBuffer(CommandBuffer, parameterBuffer.Handle, true).Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
+
+ Gd.DrawIndirectCountApi.CmdDrawIndexedIndirectCount(
+ CommandBuffer,
+ buffer,
+ (ulong)indirectBuffer.Offset,
+ countBuffer,
+ (ulong)parameterBuffer.Offset,
+ (uint)maxDrawCount,
+ (uint)stride);
+ }
+
+ public void SetAlphaTest(bool enable, float reference, GAL.CompareOp op)
+ {
+ // This is currently handled using shader specialization, as Vulkan does not support alpha test.
+ // In the future, we may want to use this to write the reference value into the support buffer,
+ // to avoid creating one version of the shader per reference value used.
+ }
+
+ public void SetBlendState(int index, BlendDescriptor blend)
+ {
+ ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[index];
+
+ vkBlend.BlendEnable = blend.Enable;
+ vkBlend.SrcColorBlendFactor = blend.ColorSrcFactor.Convert();
+ vkBlend.DstColorBlendFactor = blend.ColorDstFactor.Convert();
+ vkBlend.ColorBlendOp = blend.ColorOp.Convert();
+ vkBlend.SrcAlphaBlendFactor = blend.AlphaSrcFactor.Convert();
+ vkBlend.DstAlphaBlendFactor = blend.AlphaDstFactor.Convert();
+ vkBlend.AlphaBlendOp = blend.AlphaOp.Convert();
+
+ _newState.BlendConstantR = blend.BlendConstant.Red;
+ _newState.BlendConstantG = blend.BlendConstant.Green;
+ _newState.BlendConstantB = blend.BlendConstant.Blue;
+ _newState.BlendConstantA = blend.BlendConstant.Alpha;
+
+ SignalStateChange();
+ }
+
+ public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
+ {
+ _dynamicState.SetDepthBias(factor, units, clamp);
+
+ _newState.DepthBiasEnable = enables != 0;
+ SignalStateChange();
+ }
+
+ public void SetDepthClamp(bool clamp)
+ {
+ _newState.DepthClampEnable = clamp;
+ SignalStateChange();
+ }
+
+ public void SetDepthMode(DepthMode mode)
+ {
+ // Currently this is emulated on the shader, because Vulkan had no support for changing the depth mode.
+ // In the future, we may want to use the VK_EXT_depth_clip_control extension to change it here.
+ }
+
+ public void SetDepthTest(DepthTestDescriptor depthTest)
+ {
+ _newState.DepthTestEnable = depthTest.TestEnable;
+ _newState.DepthWriteEnable = depthTest.WriteEnable;
+ _newState.DepthCompareOp = depthTest.Func.Convert();
+ SignalStateChange();
+ }
+
+ public void SetFaceCulling(bool enable, Face face)
+ {
+ _newState.CullMode = enable ? face.Convert() : CullModeFlags.CullModeNone;
+ SignalStateChange();
+ }
+
+ public void SetFrontFace(GAL.FrontFace frontFace)
+ {
+ _newState.FrontFace = frontFace.Convert();
+ SignalStateChange();
+ }
+
+ public void SetImage(int binding, ITexture image, GAL.Format imageFormat)
+ {
+ _descriptorSetUpdater.SetImage(binding, image, imageFormat);
+ }
+
+ public void SetIndexBuffer(BufferRange buffer, GAL.IndexType type)
+ {
+ _indexBuffer.Dispose();
+
+ if (buffer.Handle != BufferHandle.Null)
+ {
+ Auto<DisposableBuffer> ib = null;
+ int offset = buffer.Offset;
+ int size = buffer.Size;
+
+ if (type == GAL.IndexType.UByte && !Gd.Capabilities.SupportsIndexTypeUint8)
+ {
+ ib = Gd.BufferManager.GetBufferI8ToI16(Cbs, buffer.Handle, offset, size);
+ offset = 0;
+ size *= 2;
+ type = GAL.IndexType.UShort;
+ }
+ else
+ {
+ ib = Gd.BufferManager.GetBuffer(CommandBuffer, buffer.Handle, false);
+ }
+
+ _indexBuffer = new BufferState(ib, offset, size, type.Convert());
+ }
+ else
+ {
+ _indexBuffer = BufferState.Null;
+ }
+
+ _indexBuffer.BindIndexBuffer(Gd.Api, Cbs);
+ }
+
+ public void SetLineParameters(float width, bool smooth)
+ {
+ _newState.LineWidth = width;
+ SignalStateChange();
+ }
+
+ public void SetLogicOpState(bool enable, LogicalOp op)
+ {
+ _newState.LogicOpEnable = enable;
+ _newState.LogicOp = op.Convert();
+ SignalStateChange();
+ }
+
+ public void SetMultisampleState(MultisampleDescriptor multisample)
+ {
+ _newState.AlphaToCoverageEnable = multisample.AlphaToCoverageEnable;
+ _newState.AlphaToOneEnable = multisample.AlphaToOneEnable;
+ SignalStateChange();
+ }
+
+ public void SetOrigin(Origin origin)
+ {
+ // TODO.
+ }
+
+ public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
+ {
+ _newState.PatchControlPoints = (uint)vertices;
+ SignalStateChange();
+
+ // TODO: Default levels (likely needs emulation on shaders?)
+ }
+
+ public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
+ {
+ // TODO.
+ }
+
+ public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
+ {
+ // TODO.
+ }
+
+ public void SetPrimitiveRestart(bool enable, int index)
+ {
+ _newState.PrimitiveRestartEnable = enable;
+ // TODO: What to do about the index?
+ SignalStateChange();
+ }
+
+ public void SetPrimitiveTopology(GAL.PrimitiveTopology topology)
+ {
+ _topology = topology;
+
+ var vkTopology = topology.Convert();
+
+ _newState.Topology = vkTopology;
+
+ SignalStateChange();
+ }
+
+ public void SetProgram(IProgram program)
+ {
+ var internalProgram = (ShaderCollection)program;
+ var stages = internalProgram.GetInfos();
+
+ _program = internalProgram;
+
+ _descriptorSetUpdater.SetProgram(internalProgram);
+
+ _newState.PipelineLayout = internalProgram.PipelineLayout;
+ _newState.StagesCount = (uint)stages.Length;
+
+ stages.CopyTo(_newState.Stages.ToSpan().Slice(0, stages.Length));
+
+ SignalStateChange();
+ }
+
+ protected virtual void SignalAttachmentChange()
+ {
+ }
+
+ public void SetRasterizerDiscard(bool discard)
+ {
+ _newState.RasterizerDiscardEnable = discard;
+ SignalStateChange();
+ }
+
+ public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
+ {
+ int count = Math.Min(Constants.MaxRenderTargets, componentMask.Length);
+ int writtenAttachments = 0;
+
+ for (int i = 0; i < count; i++)
+ {
+ ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
+
+ vkBlend.ColorWriteMask = (ColorComponentFlags)componentMask[i];
+
+ if (componentMask[i] != 0)
+ {
+ writtenAttachments++;
+ }
+ }
+
+ SignalStateChange();
+
+ if (writtenAttachments != _writtenAttachmentCount)
+ {
+ SignalAttachmentChange();
+ _writtenAttachmentCount = writtenAttachments;
+ }
+ }
+
+ public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
+ {
+ FramebufferParams?.UpdateModifications();
+ CreateFramebuffer(colors, depthStencil);
+ CreateRenderPass();
+ SignalStateChange();
+ SignalAttachmentChange();
+ }
+
+ public void SetRenderTargetScale(float scale)
+ {
+ _renderScale[0].X = scale;
+ SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
+ }
+
+ public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
+ {
+ int maxScissors = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
+ int count = Math.Min(maxScissors, regions.Length);
+ if (count > 0)
+ {
+ ClearScissor = regions[0];
+ }
+
+ for (int i = 0; i < count; i++)
+ {
+ var region = regions[i];
+ var offset = new Offset2D(region.X, region.Y);
+ var extent = new Extent2D((uint)region.Width, (uint)region.Height);
+
+ _dynamicState.SetScissor(i, new Rect2D(offset, extent));
+ }
+
+ _dynamicState.ScissorsCount = count;
+
+ _newState.ScissorsCount = (uint)count;
+ SignalStateChange();
+ }
+
+ public void SetStencilTest(StencilTestDescriptor stencilTest)
+ {
+ _dynamicState.SetStencilMasks(
+ (uint)stencilTest.BackFuncMask,
+ (uint)stencilTest.BackMask,
+ (uint)stencilTest.BackFuncRef,
+ (uint)stencilTest.FrontFuncMask,
+ (uint)stencilTest.FrontMask,
+ (uint)stencilTest.FrontFuncRef);
+
+ _newState.StencilTestEnable = stencilTest.TestEnable;
+ _newState.StencilBackFailOp = stencilTest.BackSFail.Convert();
+ _newState.StencilBackPassOp = stencilTest.BackDpPass.Convert();
+ _newState.StencilBackDepthFailOp = stencilTest.BackDpFail.Convert();
+ _newState.StencilBackCompareOp = stencilTest.BackFunc.Convert();
+ _newState.StencilFrontFailOp = stencilTest.FrontSFail.Convert();
+ _newState.StencilFrontPassOp = stencilTest.FrontDpPass.Convert();
+ _newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
+ _newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
+ SignalStateChange();
+ }
+
+ public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
+ {
+ _descriptorSetUpdater.SetStorageBuffers(CommandBuffer, first, buffers);
+ }
+
+ public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
+ {
+ _descriptorSetUpdater.SetTextureAndSampler(Cbs, stage, binding, texture, sampler);
+ }
+
+ public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
+ {
+ PauseTransformFeedbackInternal();
+
+ int count = Math.Min(Constants.MaxTransformFeedbackBuffers, buffers.Length);
+
+ for (int i = 0; i < count; i++)
+ {
+ var range = buffers[i];
+
+ _transformFeedbackBuffers[i].Dispose();
+
+ if (range.Handle != BufferHandle.Null)
+ {
+ _transformFeedbackBuffers[i] = new BufferState(Gd.BufferManager.GetBuffer(CommandBuffer, range.Handle, true), range.Offset, range.Size);
+ _transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
+ }
+ else
+ {
+ _transformFeedbackBuffers[i] = BufferState.Null;
+ }
+ }
+ }
+
+ public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
+ {
+ _descriptorSetUpdater.SetUniformBuffers(CommandBuffer, first, buffers);
+ }
+
+ public void SetUserClipDistance(int index, bool enableClip)
+ {
+ // TODO.
+ }
+
+ public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
+ {
+ int count = Math.Min(Constants.MaxVertexAttributes, vertexAttribs.Length);
+
+ for (int i = 0; i < count; i++)
+ {
+ var attribute = vertexAttribs[i];
+ var bufferIndex = attribute.IsZero ? 0 : attribute.BufferIndex + 1;
+
+ _newState.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
+ (uint)i,
+ (uint)bufferIndex,
+ FormatTable.GetFormat(attribute.Format),
+ (uint)attribute.Offset);
+ }
+
+ _newState.VertexAttributeDescriptionsCount = (uint)count;
+ SignalStateChange();
+ }
+
+ public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
+ {
+ int count = Math.Min(Constants.MaxVertexBuffers, vertexBuffers.Length);
+
+ _newState.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
+
+ int validCount = 1;
+
+ for (int i = 0; i < count; i++)
+ {
+ var vertexBuffer = vertexBuffers[i];
+
+ // TODO: Support divisor > 1
+ var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
+
+ if (vertexBuffer.Buffer.Handle != BufferHandle.Null)
+ {
+ var vb = Gd.BufferManager.GetBuffer(CommandBuffer, vertexBuffer.Buffer.Handle, false);
+ if (vb != null)
+ {
+ int binding = i + 1;
+ int descriptorIndex = validCount++;
+
+ _newState.Internal.VertexBindingDescriptions[descriptorIndex] = new VertexInputBindingDescription(
+ (uint)binding,
+ (uint)vertexBuffer.Stride,
+ inputRate);
+
+ int vbSize = vertexBuffer.Buffer.Size;
+
+ if (Gd.Vendor == Vendor.Amd && vertexBuffer.Stride > 0)
+ {
+ // AMD has a bug where if offset + stride * count is greater than
+ // the size, then the last attribute will have the wrong value.
+ // As a workaround, simply use the full buffer size.
+ int remainder = vbSize % vertexBuffer.Stride;
+ if (remainder != 0)
+ {
+ vbSize += vertexBuffer.Stride - remainder;
+ }
+ }
+
+ _vertexBuffers[binding].Dispose();
+ _vertexBuffers[binding] = new BufferState(
+ vb,
+ vertexBuffer.Buffer.Offset,
+ vbSize,
+ (ulong)vertexBuffer.Stride);
+
+ _vertexBuffers[binding].BindVertexBuffer(Gd, Cbs, (uint)binding);
+ }
+ }
+ }
+
+ _newState.VertexBindingDescriptionsCount = (uint)validCount;
+ SignalStateChange();
+ }
+
+ public void SetViewports(ReadOnlySpan<GAL.Viewport> viewports, bool disableTransform)
+ {
+ int maxViewports = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
+ int count = Math.Min(maxViewports, viewports.Length);
+
+ static float Clamp(float value)
+ {
+ return Math.Clamp(value, 0f, 1f);
+ }
+
+ for (int i = 0; i < count; i++)
+ {
+ var viewport = viewports[i];
+
+ _dynamicState.SetViewport(i, new Silk.NET.Vulkan.Viewport(
+ viewport.Region.X,
+ viewport.Region.Y,
+ viewport.Region.Width == 0f ? 1f : viewport.Region.Width,
+ viewport.Region.Height == 0f ? 1f : viewport.Region.Height,
+ Clamp(viewport.DepthNear),
+ Clamp(viewport.DepthFar)));
+ }
+
+ _dynamicState.ViewportsCount = count;
+
+ float disableTransformF = disableTransform ? 1.0f : 0.0f;
+ if (SupportBufferUpdater.Data.ViewportInverse.W != disableTransformF || disableTransform)
+ {
+ float scale = _renderScale[0].X;
+ SupportBufferUpdater.UpdateViewportInverse(new Vector4<float>
+ {
+ X = scale * 2f / viewports[0].Region.Width,
+ Y = scale * 2f / viewports[0].Region.Height,
+ Z = 1,
+ W = disableTransformF
+ });
+ }
+
+ _newState.ViewportsCount = (uint)count;
+ SignalStateChange();
+ }
+
+ public unsafe void TextureBarrier()
+ {
+ MemoryBarrier memoryBarrier = new MemoryBarrier()
+ {
+ SType = StructureType.MemoryBarrier,
+ SrcAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit,
+ DstAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit
+ };
+
+ Gd.Api.CmdPipelineBarrier(
+ CommandBuffer,
+ PipelineStageFlags.PipelineStageFragmentShaderBit,
+ PipelineStageFlags.PipelineStageFragmentShaderBit,
+ 0,
+ 1,
+ memoryBarrier,
+ 0,
+ null,
+ 0,
+ null);
+ }
+
+ public void TextureBarrierTiled()
+ {
+ TextureBarrier();
+ }
+
+ public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
+ {
+ bool changed = false;
+
+ for (int index = 0; index < totalCount; index++)
+ {
+ if (_renderScale[1 + index].X != scales[index])
+ {
+ _renderScale[1 + index].X = scales[index];
+ changed = true;
+ }
+ }
+
+ // Only update fragment count if there are scales after it for the vertex stage.
+ if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
+ {
+ _fragmentScaleCount = fragmentCount;
+ SupportBufferUpdater.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
+ }
+
+ if (changed)
+ {
+ SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
+ }
+ }
+
+ protected void SignalCommandBufferChange()
+ {
+ _needsIndexBufferRebind = true;
+ _needsTransformFeedbackBuffersRebind = true;
+ _needsVertexBuffersRebind = true;
+
+ _descriptorSetUpdater.SignalCommandBufferChange();
+ _dynamicState.ForceAllDirty();
+ _currentPipelineHandle = 0;
+ }
+
+ private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil)
+ {
+ FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
+ UpdatePipelineAttachmentFormats();
+ _newState.SamplesCount = FramebufferParams.AttachmentSamples.Length != 0 ? FramebufferParams.AttachmentSamples[0] : 1;
+ }
+
+ protected void UpdatePipelineAttachmentFormats()
+ {
+ var dstAttachmentFormats = _newState.Internal.AttachmentFormats.ToSpan();
+ FramebufferParams.AttachmentFormats.CopyTo(dstAttachmentFormats);
+
+ int maxAttachmentIndex = FramebufferParams.MaxColorAttachmentIndex + (FramebufferParams.HasDepthStencil ? 1 : 0);
+ for (int i = FramebufferParams.AttachmentFormats.Length; i <= maxAttachmentIndex; i++)
+ {
+ dstAttachmentFormats[i] = 0;
+ }
+
+ _newState.ColorBlendAttachmentStateCount = (uint)(FramebufferParams.MaxColorAttachmentIndex + 1);
+ _newState.HasDepthStencil = FramebufferParams.HasDepthStencil;
+ }
+
+ protected unsafe void CreateRenderPass()
+ {
+ const int MaxAttachments = Constants.MaxRenderTargets + 1;
+
+ AttachmentDescription[] attachmentDescs = null;
+
+ var subpass = new SubpassDescription()
+ {
+ PipelineBindPoint = PipelineBindPoint.Graphics
+ };
+
+ AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
+
+ var hasFramebuffer = FramebufferParams != null;
+
+ if (hasFramebuffer && FramebufferParams.AttachmentsCount != 0)
+ {
+ attachmentDescs = new AttachmentDescription[FramebufferParams.AttachmentsCount];
+
+ for (int i = 0; i < FramebufferParams.AttachmentsCount; i++)
+ {
+ int bindIndex = FramebufferParams.AttachmentIndices[i];
+
+ attachmentDescs[i] = new AttachmentDescription(
+ 0,
+ FramebufferParams.AttachmentFormats[i],
+ TextureStorage.ConvertToSampleCountFlags(FramebufferParams.AttachmentSamples[i]),
+ AttachmentLoadOp.Load,
+ AttachmentStoreOp.Store,
+ AttachmentLoadOp.Load,
+ AttachmentStoreOp.Store,
+ ImageLayout.General,
+ ImageLayout.General);
+ }
+
+ int colorAttachmentsCount = FramebufferParams.ColorAttachmentsCount;
+
+ if (colorAttachmentsCount > MaxAttachments - 1)
+ {
+ colorAttachmentsCount = MaxAttachments - 1;
+ }
+
+ if (colorAttachmentsCount != 0)
+ {
+ int maxAttachmentIndex = FramebufferParams.MaxColorAttachmentIndex;
+ subpass.ColorAttachmentCount = (uint)maxAttachmentIndex + 1;
+ subpass.PColorAttachments = &attachmentReferences[0];
+
+ // Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
+ for (int i = 0; i <= maxAttachmentIndex; i++)
+ {
+ subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
+ }
+
+ for (int i = 0; i < colorAttachmentsCount; i++)
+ {
+ int bindIndex = FramebufferParams.AttachmentIndices[i];
+
+ subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
+ }
+ }
+
+ if (FramebufferParams.HasDepthStencil)
+ {
+ uint dsIndex = (uint)FramebufferParams.AttachmentsCount - 1;
+
+ subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
+ *subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
+ }
+ }
+
+ var subpassDependency = new SubpassDependency(
+ 0,
+ 0,
+ PipelineStageFlags.PipelineStageAllGraphicsBit,
+ PipelineStageFlags.PipelineStageAllGraphicsBit,
+ AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit | AccessFlags.AccessColorAttachmentWriteBit,
+ AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit | AccessFlags.AccessShaderReadBit,
+ 0);
+
+ fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
+ {
+ var renderPassCreateInfo = new RenderPassCreateInfo()
+ {
+ SType = StructureType.RenderPassCreateInfo,
+ PAttachments = pAttachmentDescs,
+ AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
+ PSubpasses = &subpass,
+ SubpassCount = 1,
+ PDependencies = &subpassDependency,
+ DependencyCount = 1
+ };
+
+ Gd.Api.CreateRenderPass(Device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
+
+ _renderPass?.Dispose();
+ _renderPass = new Auto<DisposableRenderPass>(new DisposableRenderPass(Gd.Api, Device, renderPass));
+ }
+
+ EndRenderPass();
+
+ _framebuffer?.Dispose();
+ _framebuffer = hasFramebuffer ? FramebufferParams.Create(Gd.Api, Cbs, _renderPass) : null;
+ }
+
+ protected void SignalStateChange()
+ {
+ _stateDirty = true;
+ }
+
+ private void RecreatePipelineIfNeeded(PipelineBindPoint pbp)
+ {
+ _dynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
+
+ // Commit changes to the support buffer before drawing.
+ SupportBufferUpdater.Commit();
+
+ if (_stateDirty || Pbp != pbp)
+ {
+ CreatePipeline(pbp);
+ _stateDirty = false;
+ Pbp = pbp;
+ }
+
+ if (_needsIndexBufferRebind)
+ {
+ _indexBuffer.BindIndexBuffer(Gd.Api, Cbs);
+ _needsIndexBufferRebind = false;
+ }
+
+ if (_needsTransformFeedbackBuffersRebind)
+ {
+ PauseTransformFeedbackInternal();
+
+ for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
+ {
+ _transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
+ }
+
+ _needsTransformFeedbackBuffersRebind = false;
+ }
+
+ if (_needsVertexBuffersRebind)
+ {
+ for (int i = 0; i < Constants.MaxVertexBuffers + 1; i++)
+ {
+ _vertexBuffers[i].BindVertexBuffer(Gd, Cbs, (uint)i);
+ }
+
+ _needsVertexBuffersRebind = false;
+ }
+
+ _descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, pbp);
+ }
+
+ private void CreatePipeline(PipelineBindPoint pbp)
+ {
+ // We can only create a pipeline if the have the shader stages set.
+ if (_newState.Stages != null)
+ {
+ if (pbp == PipelineBindPoint.Graphics && _renderPass == null)
+ {
+ CreateRenderPass();
+ }
+
+ var pipeline = pbp == PipelineBindPoint.Compute
+ ? _newState.CreateComputePipeline(Gd, Device, _program, PipelineCache)
+ : _newState.CreateGraphicsPipeline(Gd, Device, _program, PipelineCache, _renderPass.Get(Cbs).Value);
+
+ ulong pipelineHandle = pipeline.GetUnsafe().Value.Handle;
+
+ if (_currentPipelineHandle != pipelineHandle)
+ {
+ _currentPipelineHandle = pipelineHandle;
+ Pipeline = pipeline;
+
+ PauseTransformFeedbackInternal();
+ Gd.Api.CmdBindPipeline(CommandBuffer, pbp, Pipeline.Get(Cbs).Value);
+ }
+ }
+ }
+
+ private unsafe void BeginRenderPass()
+ {
+ if (!_renderPassActive)
+ {
+ var renderArea = new Rect2D(null, new Extent2D(FramebufferParams.Width, FramebufferParams.Height));
+ var clearValue = new ClearValue();
+
+ var renderPassBeginInfo = new RenderPassBeginInfo()
+ {
+ SType = StructureType.RenderPassBeginInfo,
+ RenderPass = _renderPass.Get(Cbs).Value,
+ Framebuffer = _framebuffer.Get(Cbs).Value,
+ RenderArea = renderArea,
+ PClearValues = &clearValue,
+ ClearValueCount = 1
+ };
+
+ Gd.Api.CmdBeginRenderPass(CommandBuffer, renderPassBeginInfo, SubpassContents.Inline);
+ _renderPassActive = true;
+ }
+ }
+
+ public void EndRenderPass()
+ {
+ if (_renderPassActive)
+ {
+ PauseTransformFeedbackInternal();
+ Gd.Api.CmdEndRenderPass(CommandBuffer);
+ SignalRenderPassEnd();
+ _renderPassActive = false;
+ }
+ }
+
+ protected virtual void SignalRenderPassEnd()
+ {
+ }
+
+ private void PauseTransformFeedbackInternal()
+ {
+ if (_tfEnabled && _tfActive)
+ {
+ EndTransformFeedbackInternal();
+ _tfActive = false;
+ }
+ }
+
+ private void ResumeTransformFeedbackInternal()
+ {
+ if (_tfEnabled && !_tfActive)
+ {
+ BeginTransformFeedbackInternal();
+ _tfActive = true;
+ }
+ }
+
+ private unsafe void BeginTransformFeedbackInternal()
+ {
+ Gd.TransformFeedbackApi.CmdBeginTransformFeedback(CommandBuffer, 0, 0, null, null);
+ }
+
+ private unsafe void EndTransformFeedbackInternal()
+ {
+ Gd.TransformFeedbackApi.CmdEndTransformFeedback(CommandBuffer, 0, 0, null, null);
+ }
+
+ protected virtual void Dispose(bool disposing)
+ {
+ if (disposing)
+ {
+ _renderPass?.Dispose();
+ _framebuffer?.Dispose();
+ _indexBuffer.Dispose();
+ _newState.Dispose();
+ _descriptorSetUpdater.Dispose();
+
+ for (int i = 0; i < _vertexBuffers.Length; i++)
+ {
+ _vertexBuffers[i].Dispose();
+ }
+
+ for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
+ {
+ _transformFeedbackBuffers[i].Dispose();
+ }
+
+ Pipeline?.Dispose();
+
+ unsafe
+ {
+ Gd.Api.DestroyPipelineCache(Device, PipelineCache, null);
+ }
+
+ SupportBufferUpdater.Dispose();
+ }
+ }
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+ }
+}