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Replace ShaderBindings with new ResourceLayout structure for Vulkan (#5025)
* Introduce ResourceLayout * Part 1: Use new ResourceSegments array on UpdateAndBind * Part 2: Use ResourceLayout to build PipelineLayout * Delete old code * XML docs * Fix shader cache load NRE * Fix typo
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24 changed files with 1047 additions and 677 deletions
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@ -77,23 +77,23 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
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var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
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var edgeBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1 },
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new[] { 0 });
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var edgeResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
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var blendBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1, 3, 4 },
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new[] { 0 });
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var blendResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 4)
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.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
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var neighbourBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1, 3 },
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new[] { 0 });
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var neighbourResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3)
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.Add(ResourceStages.Compute, ResourceType.Image, 0).Build();
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_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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@ -117,18 +117,18 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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_edgeProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(edgeShader, edgeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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}, new[] { specInfo });
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new ShaderSource(edgeShader, ShaderStage.Compute, TargetLanguage.Spirv)
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}, edgeResourceLayout, new[] { specInfo });
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_blendProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(blendShader, blendBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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}, new[] { specInfo });
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new ShaderSource(blendShader, ShaderStage.Compute, TargetLanguage.Spirv)
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}, blendResourceLayout, new[] { specInfo });
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_neighbourProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(neighbourShader, neighbourBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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}, new[] { specInfo });
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new ShaderSource(neighbourShader, ShaderStage.Compute, TargetLanguage.Spirv)
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}, neighbourResourceLayout, new[] { specInfo });
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}
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public void DeletePipelines()
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