1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
|
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 = 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);
}
// Dispose render pass.
_renderPass.Dispose();
}
}
}
|