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using Silk.NET.Vulkan;
using System;
namespace Ryujinx.Graphics.Vulkan
{
internal class RenderPassHolder
{
private readonly struct FramebufferCacheKey : IRefEquatable<FramebufferCacheKey>
{
private readonly uint _width;
private readonly uint _height;
private readonly uint _layers;
public FramebufferCacheKey(uint width, uint height, uint layers)
{
_width = width;
_height = height;
_layers = layers;
}
public override int GetHashCode()
{
return HashCode.Combine(_width, _height, _layers);
}
public bool Equals(ref FramebufferCacheKey other)
{
return other._width == _width && other._height == _height && other._layers == _layers;
}
}
private readonly TextureView[] _textures;
private readonly Auto<DisposableRenderPass> _renderPass;
private readonly HashTableSlim<FramebufferCacheKey, Auto<DisposableFramebuffer>> _framebuffers;
private readonly RenderPassCacheKey _key;
public unsafe RenderPassHolder(VulkanRenderer gd, Device device, RenderPassCacheKey key, FramebufferParams fb)
{
// Create render pass using framebuffer params.
const int MaxAttachments = Constants.MaxRenderTargets + 1;
AttachmentDescription[] attachmentDescs = null;
var subpass = new SubpassDescription
{
PipelineBindPoint = PipelineBindPoint.Graphics,
};
AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
var hasFramebuffer = fb != null;
if (hasFramebuffer && fb.AttachmentsCount != 0)
{
attachmentDescs = new AttachmentDescription[fb.AttachmentsCount];
for (int i = 0; i < fb.AttachmentsCount; i++)
{
attachmentDescs[i] = new AttachmentDescription(
0,
fb.AttachmentFormats[i],
TextureStorage.ConvertToSampleCountFlags(gd.Capabilities.SupportedSampleCounts, fb.AttachmentSamples[i]),
AttachmentLoadOp.Load,
AttachmentStoreOp.Store,
AttachmentLoadOp.Load,
AttachmentStoreOp.Store,
ImageLayout.General,
ImageLayout.General);
}
int colorAttachmentsCount = fb.ColorAttachmentsCount;
if (colorAttachmentsCount > MaxAttachments - 1)
{
colorAttachmentsCount = MaxAttachments - 1;
}
if (colorAttachmentsCount != 0)
{
int maxAttachmentIndex = fb.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 = fb.AttachmentIndices[i];
subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
}
}
if (fb.HasDepthStencil)
{
uint dsIndex = (uint)fb.AttachmentsCount - 1;
subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
*subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
}
}
var subpassDependency = PipelineConverter.CreateSubpassDependency();
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));
}
_framebuffers = new HashTableSlim<FramebufferCacheKey, Auto<DisposableFramebuffer>>();
// Register this render pass with all render target views.
var textures = fb.GetAttachmentViews();
foreach (var texture in textures)
{
texture.AddRenderPass(key, this);
}
_textures = textures;
_key = key;
}
public Auto<DisposableFramebuffer> GetFramebuffer(VulkanRenderer gd, CommandBufferScoped cbs, FramebufferParams fb)
{
var key = new FramebufferCacheKey(fb.Width, fb.Height, fb.Layers);
if (!_framebuffers.TryGetValue(ref key, out Auto<DisposableFramebuffer> result))
{
result = fb.Create(gd.Api, cbs, _renderPass);
_framebuffers.Add(ref key, result);
}
return result;
}
public Auto<DisposableRenderPass> GetRenderPass()
{
return _renderPass;
}
public void Dispose()
{
// Dispose all framebuffers
foreach (var fb in _framebuffers.Values)
{
fb.Dispose();
}
// Notify all texture views that this render pass has been disposed.
foreach (var texture in _textures)
{
texture.RemoveRenderPass(_key);
}
}
}
}
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