aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Vulkan/ShaderCollection.cs
blob: c9aab4018b118af44819128bc8223e9142ab05aa (plain) (blame)
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
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Threading.Tasks;

namespace Ryujinx.Graphics.Vulkan
{
    class ShaderCollection : IProgram
    {
        private readonly PipelineShaderStageCreateInfo[] _infos;
        private readonly Shader[] _shaders;

        private readonly PipelineLayoutCacheEntry _plce;

        public PipelineLayout PipelineLayout => _plce.PipelineLayout;

        public bool HasMinimalLayout { get; }
        public bool UsePushDescriptors { get; }
        public bool IsCompute { get; }
        public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;

        public bool UpdateTexturesWithoutTemplate { get; }

        public uint Stages { get; }

        public PipelineStageFlags IncoherentBufferWriteStages { get; }
        public PipelineStageFlags IncoherentTextureWriteStages { get; }

        public ResourceBindingSegment[][] ClearSegments { get; }
        public ResourceBindingSegment[][] BindingSegments { get; }
        public DescriptorSetTemplate[] Templates { get; }

        public ProgramLinkStatus LinkStatus { get; private set; }

        public readonly SpecDescription[] SpecDescriptions;

        public bool IsLinked
        {
            get
            {
                if (LinkStatus == ProgramLinkStatus.Incomplete)
                {
                    CheckProgramLink(true);
                }

                return LinkStatus == ProgramLinkStatus.Success;
            }
        }

        private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
        private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;

        private readonly VulkanRenderer _gd;
        private Device _device;
        private bool _initialized;

        private ProgramPipelineState _state;
        private DisposableRenderPass _dummyRenderPass;
        private readonly Task _compileTask;
        private bool _firstBackgroundUse;

        public ShaderCollection(
            VulkanRenderer gd,
            Device device,
            ShaderSource[] shaders,
            ResourceLayout resourceLayout,
            SpecDescription[] specDescription = null,
            bool isMinimal = false)
        {
            _gd = gd;
            _device = device;

            if (specDescription != null && specDescription.Length != shaders.Length)
            {
                throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
            }

            gd.Shaders.Add(this);

            var internalShaders = new Shader[shaders.Length];

            _infos = new PipelineShaderStageCreateInfo[shaders.Length];

            SpecDescriptions = specDescription;

            LinkStatus = ProgramLinkStatus.Incomplete;

            uint stages = 0;

            for (int i = 0; i < shaders.Length; i++)
            {
                var shader = new Shader(gd.Api, device, shaders[i]);

                stages |= 1u << shader.StageFlags switch
                {
                    ShaderStageFlags.FragmentBit => 1,
                    ShaderStageFlags.GeometryBit => 2,
                    ShaderStageFlags.TessellationControlBit => 3,
                    ShaderStageFlags.TessellationEvaluationBit => 4,
                    _ => 0,
                };

                if (shader.StageFlags == ShaderStageFlags.ComputeBit)
                {
                    IsCompute = true;
                }

                internalShaders[i] = shader;
            }

            _shaders = internalShaders;

            bool usePushDescriptors = !isMinimal &&
                VulkanConfiguration.UsePushDescriptors &&
                _gd.Capabilities.SupportsPushDescriptors &&
                !IsCompute &&
                !HasPushDescriptorsBug(gd) &&
                CanUsePushDescriptors(gd, resourceLayout, IsCompute);

            ReadOnlyCollection<ResourceDescriptorCollection> sets = usePushDescriptors ?
                BuildPushDescriptorSets(gd, resourceLayout.Sets) : resourceLayout.Sets;

            _plce = gd.PipelineLayoutCache.GetOrCreate(gd, device, sets, usePushDescriptors);

            HasMinimalLayout = isMinimal;
            UsePushDescriptors = usePushDescriptors;

            Stages = stages;

            ClearSegments = BuildClearSegments(sets);
            BindingSegments = BuildBindingSegments(resourceLayout.SetUsages, out bool usesBufferTextures);
            Templates = BuildTemplates(usePushDescriptors);
            (IncoherentBufferWriteStages, IncoherentTextureWriteStages) = BuildIncoherentStages(resourceLayout.SetUsages);

            // Updating buffer texture bindings using template updates crashes the Adreno driver on Windows.
            UpdateTexturesWithoutTemplate = gd.IsQualcommProprietary && usesBufferTextures;

            _compileTask = Task.CompletedTask;
            _firstBackgroundUse = false;
        }

        public ShaderCollection(
            VulkanRenderer gd,
            Device device,
            ShaderSource[] sources,
            ResourceLayout resourceLayout,
            ProgramPipelineState state,
            bool fromCache) : this(gd, device, sources, resourceLayout)
        {
            _state = state;

            _compileTask = BackgroundCompilation();
            _firstBackgroundUse = !fromCache;
        }

        private static bool HasPushDescriptorsBug(VulkanRenderer gd)
        {
            // Those GPUs/drivers do not work properly with push descriptors, so we must force disable them.
            return gd.IsNvidiaPreTuring || (gd.IsIntelArc && gd.IsIntelWindows);
        }

        private static bool CanUsePushDescriptors(VulkanRenderer gd, ResourceLayout layout, bool isCompute)
        {
            // If binding 3 is immediately used, use an alternate set of reserved bindings.
            ReadOnlyCollection<ResourceUsage> uniformUsage = layout.SetUsages[0].Usages;
            bool hasBinding3 = uniformUsage.Any(x => x.Binding == 3);
            int[] reserved = isCompute ? Array.Empty<int>() : gd.GetPushDescriptorReservedBindings(hasBinding3);

            // Can't use any of the reserved usages.
            for (int i = 0; i < uniformUsage.Count; i++)
            {
                var binding = uniformUsage[i].Binding;

                if (reserved.Contains(binding) ||
                    binding >= Constants.MaxPushDescriptorBinding ||
                    binding >= gd.Capabilities.MaxPushDescriptors + reserved.Count(id => id < binding))
                {
                    return false;
                }
            }

            return true;
        }

        private static ReadOnlyCollection<ResourceDescriptorCollection> BuildPushDescriptorSets(
            VulkanRenderer gd,
            ReadOnlyCollection<ResourceDescriptorCollection> sets)
        {
            // The reserved bindings were selected when determining if push descriptors could be used.
            int[] reserved = gd.GetPushDescriptorReservedBindings(false);

            var result = new ResourceDescriptorCollection[sets.Count];

            for (int i = 0; i < sets.Count; i++)
            {
                if (i == 0)
                {
                    // Push descriptors apply here. Remove reserved bindings.
                    ResourceDescriptorCollection original = sets[i];

                    var pdUniforms = new ResourceDescriptor[original.Descriptors.Count];
                    int j = 0;

                    foreach (ResourceDescriptor descriptor in original.Descriptors)
                    {
                        if (reserved.Contains(descriptor.Binding))
                        {
                            // If the binding is reserved, set its descriptor count to 0.
                            pdUniforms[j++] = new ResourceDescriptor(
                                descriptor.Binding,
                                0,
                                descriptor.Type,
                                descriptor.Stages);
                        }
                        else
                        {
                            pdUniforms[j++] = descriptor;
                        }
                    }

                    result[i] = new ResourceDescriptorCollection(new(pdUniforms));
                }
                else
                {
                    result[i] = sets[i];
                }
            }

            return new(result);
        }

        private static ResourceBindingSegment[][] BuildClearSegments(ReadOnlyCollection<ResourceDescriptorCollection> sets)
        {
            ResourceBindingSegment[][] segments = new ResourceBindingSegment[sets.Count][];

            for (int setIndex = 0; setIndex < sets.Count; setIndex++)
            {
                List<ResourceBindingSegment> currentSegments = new();

                ResourceDescriptor currentDescriptor = default;
                int currentCount = 0;

                for (int index = 0; index < sets[setIndex].Descriptors.Count; index++)
                {
                    ResourceDescriptor descriptor = sets[setIndex].Descriptors[index];

                    if (currentDescriptor.Binding + currentCount != descriptor.Binding ||
                        currentDescriptor.Type != descriptor.Type ||
                        currentDescriptor.Stages != descriptor.Stages ||
                        currentDescriptor.Count > 1 ||
                        descriptor.Count > 1)
                    {
                        if (currentCount != 0)
                        {
                            currentSegments.Add(new ResourceBindingSegment(
                                currentDescriptor.Binding,
                                currentCount,
                                currentDescriptor.Type,
                                currentDescriptor.Stages,
                                currentDescriptor.Count > 1));
                        }

                        currentDescriptor = descriptor;
                        currentCount = descriptor.Count;
                    }
                    else
                    {
                        currentCount += descriptor.Count;
                    }
                }

                if (currentCount != 0)
                {
                    currentSegments.Add(new ResourceBindingSegment(
                        currentDescriptor.Binding,
                        currentCount,
                        currentDescriptor.Type,
                        currentDescriptor.Stages,
                        currentDescriptor.Count > 1));
                }

                segments[setIndex] = currentSegments.ToArray();
            }

            return segments;
        }

        private static ResourceBindingSegment[][] BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages, out bool usesBufferTextures)
        {
            usesBufferTextures = false;

            ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];

            for (int setIndex = 0; setIndex < setUsages.Count; setIndex++)
            {
                List<ResourceBindingSegment> currentSegments = new();

                ResourceUsage currentUsage = default;
                int currentCount = 0;

                for (int index = 0; index < setUsages[setIndex].Usages.Count; index++)
                {
                    ResourceUsage usage = setUsages[setIndex].Usages[index];

                    if (usage.Type == ResourceType.BufferTexture)
                    {
                        usesBufferTextures = true;
                    }

                    if (currentUsage.Binding + currentCount != usage.Binding ||
                        currentUsage.Type != usage.Type ||
                        currentUsage.Stages != usage.Stages ||
                        currentUsage.ArrayLength > 1 ||
                        usage.ArrayLength > 1)
                    {
                        if (currentCount != 0)
                        {
                            currentSegments.Add(new ResourceBindingSegment(
                                currentUsage.Binding,
                                currentCount,
                                currentUsage.Type,
                                currentUsage.Stages,
                                currentUsage.ArrayLength > 1));
                        }

                        currentUsage = usage;
                        currentCount = usage.ArrayLength;
                    }
                    else
                    {
                        currentCount++;
                    }
                }

                if (currentCount != 0)
                {
                    currentSegments.Add(new ResourceBindingSegment(
                        currentUsage.Binding,
                        currentCount,
                        currentUsage.Type,
                        currentUsage.Stages,
                        currentUsage.ArrayLength > 1));
                }

                segments[setIndex] = currentSegments.ToArray();
            }

            return segments;
        }

        private DescriptorSetTemplate[] BuildTemplates(bool usePushDescriptors)
        {
            var templates = new DescriptorSetTemplate[BindingSegments.Length];

            for (int setIndex = 0; setIndex < BindingSegments.Length; setIndex++)
            {
                if (usePushDescriptors && setIndex == 0)
                {
                    // Push descriptors get updated using templates owned by the pipeline layout.
                    continue;
                }

                ResourceBindingSegment[] segments = BindingSegments[setIndex];

                if (segments != null && segments.Length > 0)
                {
                    templates[setIndex] = new DescriptorSetTemplate(
                        _gd,
                        _device,
                        segments,
                        _plce,
                        IsCompute ? PipelineBindPoint.Compute : PipelineBindPoint.Graphics,
                        setIndex);
                }
            }

            return templates;
        }

        private PipelineStageFlags GetPipelineStages(ResourceStages stages)
        {
            PipelineStageFlags result = 0;

            if ((stages & ResourceStages.Compute) != 0)
            {
                result |= PipelineStageFlags.ComputeShaderBit;
            }

            if ((stages & ResourceStages.Vertex) != 0)
            {
                result |= PipelineStageFlags.VertexShaderBit;
            }

            if ((stages & ResourceStages.Fragment) != 0)
            {
                result |= PipelineStageFlags.FragmentShaderBit;
            }

            if ((stages & ResourceStages.Geometry) != 0)
            {
                result |= PipelineStageFlags.GeometryShaderBit;
            }

            if ((stages & ResourceStages.TessellationControl) != 0)
            {
                result |= PipelineStageFlags.TessellationControlShaderBit;
            }

            if ((stages & ResourceStages.TessellationEvaluation) != 0)
            {
                result |= PipelineStageFlags.TessellationEvaluationShaderBit;
            }

            return result;
        }

        private (PipelineStageFlags Buffer, PipelineStageFlags Texture) BuildIncoherentStages(ReadOnlyCollection<ResourceUsageCollection> setUsages)
        {
            PipelineStageFlags buffer = PipelineStageFlags.None;
            PipelineStageFlags texture = PipelineStageFlags.None;

            foreach (var set in setUsages)
            {
                foreach (var range in set.Usages)
                {
                    if (range.Write)
                    {
                        PipelineStageFlags stages = GetPipelineStages(range.Stages);

                        switch (range.Type)
                        {
                            case ResourceType.Image:
                                texture |= stages;
                                break;
                            case ResourceType.StorageBuffer:
                            case ResourceType.BufferImage:
                                buffer |= stages;
                                break;
                        }
                    }
                }
            }

            return (buffer, texture);
        }

        private async Task BackgroundCompilation()
        {
            await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));

            if (Array.Exists(_shaders, shader => shader.CompileStatus == ProgramLinkStatus.Failure))
            {
                LinkStatus = ProgramLinkStatus.Failure;

                return;
            }

            try
            {
                if (IsCompute)
                {
                    CreateBackgroundComputePipeline();
                }
                else
                {
                    CreateBackgroundGraphicsPipeline();
                }
            }
            catch (VulkanException e)
            {
                Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");

                LinkStatus = ProgramLinkStatus.Failure;
            }
        }

        private void EnsureShadersReady()
        {
            if (!_initialized)
            {
                CheckProgramLink(true);

                ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;

                for (int i = 0; i < _shaders.Length; i++)
                {
                    var shader = _shaders[i];

                    if (shader.CompileStatus != ProgramLinkStatus.Success)
                    {
                        resultStatus = ProgramLinkStatus.Failure;
                    }

                    _infos[i] = shader.GetInfo();
                }

                // If the link status was already set as failure by background compilation, prefer that decision.
                if (LinkStatus != ProgramLinkStatus.Failure)
                {
                    LinkStatus = resultStatus;
                }

                _initialized = true;
            }
        }

        public PipelineShaderStageCreateInfo[] GetInfos()
        {
            EnsureShadersReady();

            return _infos;
        }

        protected DisposableRenderPass CreateDummyRenderPass()
        {
            if (_dummyRenderPass.Value.Handle != 0)
            {
                return _dummyRenderPass;
            }

            return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
        }

        public void CreateBackgroundComputePipeline()
        {
            PipelineState pipeline = new();
            pipeline.Initialize();

            pipeline.Stages[0] = _shaders[0].GetInfo();
            pipeline.StagesCount = 1;
            pipeline.PipelineLayout = PipelineLayout;

            pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
            pipeline.Dispose();
        }

        public void CreateBackgroundGraphicsPipeline()
        {
            // To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
            // The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
            // This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
            // close enough that the GPU driver will reuse the compiled shader for the different state.

            // First, we need to create a render pass object compatible with the one that will be used at runtime.
            // The active attachment formats have been provided by the abstraction layer.
            var renderPass = CreateDummyRenderPass();

            PipelineState pipeline = _state.ToVulkanPipelineState(_gd);

            // Copy the shader stage info to the pipeline.
            var stages = pipeline.Stages.AsSpan();

            for (int i = 0; i < _shaders.Length; i++)
            {
                stages[i] = _shaders[i].GetInfo();
            }

            pipeline.HasTessellationControlShader = HasTessellationControlShader;
            pipeline.StagesCount = (uint)_shaders.Length;
            pipeline.PipelineLayout = PipelineLayout;

            pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value, throwOnError: true);
            pipeline.Dispose();
        }

        public ProgramLinkStatus CheckProgramLink(bool blocking)
        {
            if (LinkStatus == ProgramLinkStatus.Incomplete)
            {
                ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;

                foreach (Shader shader in _shaders)
                {
                    if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
                    {
                        if (blocking)
                        {
                            // Wait for this shader to finish compiling.
                            shader.WaitForCompile();

                            if (shader.CompileStatus != ProgramLinkStatus.Success)
                            {
                                resultStatus = ProgramLinkStatus.Failure;
                            }
                        }
                        else
                        {
                            return ProgramLinkStatus.Incomplete;
                        }
                    }
                }

                if (!_compileTask.IsCompleted)
                {
                    if (blocking)
                    {
                        _compileTask.Wait();

                        if (LinkStatus == ProgramLinkStatus.Failure)
                        {
                            return ProgramLinkStatus.Failure;
                        }
                    }
                    else
                    {
                        return ProgramLinkStatus.Incomplete;
                    }
                }

                return resultStatus;
            }

            return LinkStatus;
        }

        public byte[] GetBinary()
        {
            return null;
        }

        public DescriptorSetTemplate GetPushDescriptorTemplate(long updateMask)
        {
            return _plce.GetPushDescriptorTemplate(IsCompute ? PipelineBindPoint.Compute : PipelineBindPoint.Graphics, updateMask);
        }

        public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
        {
            (_computePipelineCache ??= new()).Add(ref key, pipeline);
        }

        public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
        {
            (_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
        }

        public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
        {
            if (_computePipelineCache == null)
            {
                pipeline = default;
                return false;
            }

            if (_computePipelineCache.TryGetValue(ref key, out pipeline))
            {
                return true;
            }

            return false;
        }

        public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
        {
            if (_graphicsPipelineCache == null)
            {
                pipeline = default;
                return false;
            }

            if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
            {
                if (_firstBackgroundUse)
                {
                    Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
                    _firstBackgroundUse = false;
                }

                return false;
            }

            _firstBackgroundUse = false;

            return true;
        }

        public void UpdateDescriptorCacheCommandBufferIndex(int commandBufferIndex)
        {
            _plce.UpdateCommandBufferIndex(commandBufferIndex);
        }

        public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(int setIndex, out bool isNew)
        {
            return _plce.GetNewDescriptorSetCollection(setIndex, out isNew);
        }

        public Auto<DescriptorSetCollection> GetNewManualDescriptorSetCollection(CommandBufferScoped cbs, int setIndex, out int cacheIndex)
        {
            return _plce.GetNewManualDescriptorSetCollection(cbs, setIndex, out cacheIndex);
        }

        public void UpdateManualDescriptorSetCollectionOwnership(CommandBufferScoped cbs, int setIndex, int cacheIndex)
        {
            _plce.UpdateManualDescriptorSetCollectionOwnership(cbs, setIndex, cacheIndex);
        }

        public void ReleaseManualDescriptorSetCollection(int setIndex, int cacheIndex)
        {
            _plce.ReleaseManualDescriptorSetCollection(setIndex, cacheIndex);
        }

        public bool HasSameLayout(ShaderCollection other)
        {
            return other != null && _plce == other._plce;
        }

        protected virtual void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (!_gd.Shaders.Remove(this))
                {
                    return;
                }

                for (int i = 0; i < _shaders.Length; i++)
                {
                    _shaders[i].Dispose();
                }

                if (_graphicsPipelineCache != null)
                {
                    foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
                    {
                        pipeline?.Dispose();
                    }
                }

                if (_computePipelineCache != null)
                {
                    foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
                    {
                        pipeline.Dispose();
                    }
                }

                for (int i = 0; i < Templates.Length; i++)
                {
                    Templates[i]?.Dispose();
                }

                if (_dummyRenderPass.Value.Handle != 0)
                {
                    _dummyRenderPass.Dispose();
                }
            }
        }

        public void Dispose()
        {
            Dispose(true);
        }
    }
}