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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gdkchan 2023-05-21 14:04:21 -03:00 committed by GitHub
parent 402f05b8ef
commit 5626f2ca1c
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24 changed files with 1047 additions and 677 deletions

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@ -1,257 +1,74 @@
using Ryujinx.Graphics.GAL;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Numerics;
using System.Collections.ObjectModel;
namespace Ryujinx.Graphics.Vulkan
{
static class PipelineLayoutFactory
{
private const ShaderStageFlags SupportBufferStages =
ShaderStageFlags.VertexBit |
ShaderStageFlags.FragmentBit |
ShaderStageFlags.ComputeBit;
private static ShaderStageFlags ActiveStages(uint stages)
public static unsafe (DescriptorSetLayout[], PipelineLayout) Create(
VulkanRenderer gd,
Device device,
ReadOnlyCollection<ResourceDescriptorCollection> setDescriptors,
bool usePushDescriptors)
{
ShaderStageFlags stageFlags = 0;
DescriptorSetLayout[] layouts = new DescriptorSetLayout[setDescriptors.Count];
while (stages != 0)
bool isMoltenVk = gd.IsMoltenVk;
for (int setIndex = 0; setIndex < setDescriptors.Count; setIndex++)
{
int stage = BitOperations.TrailingZeroCount(stages);
stages &= ~(1u << stage);
ResourceDescriptorCollection rdc = setDescriptors[setIndex];
stageFlags |= stage switch
ResourceStages activeStages = ResourceStages.None;
if (isMoltenVk)
{
1 => ShaderStageFlags.FragmentBit,
2 => ShaderStageFlags.GeometryBit,
3 => ShaderStageFlags.TessellationControlBit,
4 => ShaderStageFlags.TessellationEvaluationBit,
_ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
};
}
return stageFlags;
}
public static unsafe DescriptorSetLayout[] Create(VulkanRenderer gd, Device device, uint stages, bool usePd, out PipelineLayout layout)
{
int stagesCount = BitOperations.PopCount(stages);
int uCount = Constants.MaxUniformBuffersPerStage * stagesCount + 1;
int tCount = Constants.MaxTexturesPerStage * 2 * stagesCount;
int iCount = Constants.MaxImagesPerStage * 2 * stagesCount;
DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[stagesCount];
DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
uLayoutBindings[0] = new DescriptorSetLayoutBinding
{
Binding = 0,
DescriptorType = DescriptorType.UniformBuffer,
DescriptorCount = 1,
StageFlags = SupportBufferStages
};
int iter = 0;
var activeStages = ActiveStages(stages);
while (stages != 0)
{
int stage = BitOperations.TrailingZeroCount(stages);
stages &= ~(1u << stage);
var stageFlags = stage switch
{
1 => ShaderStageFlags.FragmentBit,
2 => ShaderStageFlags.GeometryBit,
3 => ShaderStageFlags.TessellationControlBit,
4 => ShaderStageFlags.TessellationEvaluationBit,
_ => ShaderStageFlags.VertexBit | ShaderStageFlags.ComputeBit
};
void Set(DescriptorSetLayoutBinding* bindings, int maxPerStage, DescriptorType type, int start, int skip)
{
int totalPerStage = maxPerStage * skip;
for (int i = 0; i < maxPerStage; i++)
for (int descIndex = 0; descIndex < rdc.Descriptors.Count; descIndex++)
{
bindings[start + iter * totalPerStage + i] = new DescriptorSetLayoutBinding
{
Binding = (uint)(start + stage * totalPerStage + i),
DescriptorType = type,
DescriptorCount = 1,
StageFlags = stageFlags
};
activeStages |= rdc.Descriptors[descIndex].Stages;
}
}
void SetStorage(DescriptorSetLayoutBinding* bindings, int maxPerStage, int start = 0)
{
// There's a bug on MoltenVK where using the same buffer across different stages
// causes invalid resource errors, allow the binding on all active stages as workaround.
var flags = gd.IsMoltenVk ? activeStages : stageFlags;
DescriptorSetLayoutBinding[] layoutBindings = new DescriptorSetLayoutBinding[rdc.Descriptors.Count];
bindings[start + iter] = new DescriptorSetLayoutBinding
for (int descIndex = 0; descIndex < rdc.Descriptors.Count; descIndex++)
{
ResourceDescriptor descriptor = rdc.Descriptors[descIndex];
ResourceStages stages = descriptor.Stages;
if (descriptor.Type == ResourceType.StorageBuffer && isMoltenVk)
{
Binding = (uint)(start + stage * maxPerStage),
DescriptorType = DescriptorType.StorageBuffer,
DescriptorCount = (uint)maxPerStage,
StageFlags = flags
// There's a bug on MoltenVK where using the same buffer across different stages
// causes invalid resource errors, allow the binding on all active stages as workaround.
stages = activeStages;
}
layoutBindings[descIndex] = new DescriptorSetLayoutBinding()
{
Binding = (uint)descriptor.Binding,
DescriptorType = descriptor.Type.Convert(),
DescriptorCount = (uint)descriptor.Count,
StageFlags = stages.Convert()
};
}
Set(uLayoutBindings, Constants.MaxUniformBuffersPerStage, DescriptorType.UniformBuffer, 1, 1);
SetStorage(sLayoutBindings, Constants.MaxStorageBuffersPerStage);
Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.CombinedImageSampler, 0, 2);
Set(tLayoutBindings, Constants.MaxTexturesPerStage, DescriptorType.UniformTexelBuffer, Constants.MaxTexturesPerStage, 2);
Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageImage, 0, 2);
Set(iLayoutBindings, Constants.MaxImagesPerStage, DescriptorType.StorageTexelBuffer, Constants.MaxImagesPerStage, 2);
iter++;
}
DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineBase.DescriptorSetLayouts];
var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = uLayoutBindings,
BindingCount = (uint)uCount,
Flags = usePd ? DescriptorSetLayoutCreateFlags.PushDescriptorBitKhr : 0
};
var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = sLayoutBindings,
BindingCount = (uint)stagesCount
};
var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = tLayoutBindings,
BindingCount = (uint)tCount
};
var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = iLayoutBindings,
BindingCount = (uint)iCount
};
gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.UniformSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.StorageSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.TextureSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.ImageSetIndex]).ThrowOnError();
fixed (DescriptorSetLayout* pLayouts = layouts)
{
var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo()
fixed (DescriptorSetLayoutBinding* pLayoutBindings = layoutBindings)
{
SType = StructureType.PipelineLayoutCreateInfo,
PSetLayouts = pLayouts,
SetLayoutCount = PipelineBase.DescriptorSetLayouts
};
gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
}
return layouts;
}
public static unsafe DescriptorSetLayout[] CreateMinimal(VulkanRenderer gd, Device device, ShaderSource[] shaders, out PipelineLayout layout)
{
int stagesCount = shaders.Length;
int uCount = 0;
int sCount = 0;
int tCount = 0;
int iCount = 0;
foreach (var shader in shaders)
{
uCount += shader.Bindings.UniformBufferBindings.Count;
sCount += shader.Bindings.StorageBufferBindings.Count;
tCount += shader.Bindings.TextureBindings.Count;
iCount += shader.Bindings.ImageBindings.Count;
}
DescriptorSetLayoutBinding* uLayoutBindings = stackalloc DescriptorSetLayoutBinding[uCount];
DescriptorSetLayoutBinding* sLayoutBindings = stackalloc DescriptorSetLayoutBinding[sCount];
DescriptorSetLayoutBinding* tLayoutBindings = stackalloc DescriptorSetLayoutBinding[tCount];
DescriptorSetLayoutBinding* iLayoutBindings = stackalloc DescriptorSetLayoutBinding[iCount];
int uIndex = 0;
int sIndex = 0;
int tIndex = 0;
int iIndex = 0;
foreach (var shader in shaders)
{
var stageFlags = shader.Stage.Convert();
void Set(DescriptorSetLayoutBinding* bindings, DescriptorType type, ref int start, IEnumerable<int> bds)
{
foreach (var b in bds)
var descriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
bindings[start++] = new DescriptorSetLayoutBinding
{
Binding = (uint)b,
DescriptorType = type,
DescriptorCount = 1,
StageFlags = stageFlags
};
}
}
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = pLayoutBindings,
BindingCount = (uint)layoutBindings.Length,
Flags = usePushDescriptors && setIndex == 0 ? DescriptorSetLayoutCreateFlags.PushDescriptorBitKhr : DescriptorSetLayoutCreateFlags.None
};
// TODO: Support buffer textures and images here.
// This is only used for the helper shaders on the backend, and we don't use buffer textures on them
// so far, so it's not really necessary right now.
Set(uLayoutBindings, DescriptorType.UniformBuffer, ref uIndex, shader.Bindings.UniformBufferBindings);
Set(sLayoutBindings, DescriptorType.StorageBuffer, ref sIndex, shader.Bindings.StorageBufferBindings);
Set(tLayoutBindings, DescriptorType.CombinedImageSampler, ref tIndex, shader.Bindings.TextureBindings);
Set(iLayoutBindings, DescriptorType.StorageImage, ref iIndex, shader.Bindings.ImageBindings);
gd.Api.CreateDescriptorSetLayout(device, descriptorSetLayoutCreateInfo, null, out layouts[setIndex]).ThrowOnError();
}
}
DescriptorSetLayout[] layouts = new DescriptorSetLayout[PipelineBase.DescriptorSetLayouts];
var uDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = uLayoutBindings,
BindingCount = (uint)uCount
};
var sDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = sLayoutBindings,
BindingCount = (uint)sCount
};
var tDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = tLayoutBindings,
BindingCount = (uint)tCount
};
var iDescriptorSetLayoutCreateInfo = new DescriptorSetLayoutCreateInfo()
{
SType = StructureType.DescriptorSetLayoutCreateInfo,
PBindings = iLayoutBindings,
BindingCount = (uint)iCount
};
gd.Api.CreateDescriptorSetLayout(device, uDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.UniformSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, sDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.StorageSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, tDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.TextureSetIndex]).ThrowOnError();
gd.Api.CreateDescriptorSetLayout(device, iDescriptorSetLayoutCreateInfo, null, out layouts[PipelineBase.ImageSetIndex]).ThrowOnError();
PipelineLayout layout;
fixed (DescriptorSetLayout* pLayouts = layouts)
{
@ -259,13 +76,13 @@ namespace Ryujinx.Graphics.Vulkan
{
SType = StructureType.PipelineLayoutCreateInfo,
PSetLayouts = pLayouts,
SetLayoutCount = PipelineBase.DescriptorSetLayouts
SetLayoutCount = (uint)layouts.Length
};
gd.Api.CreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out layout).ThrowOnError();
}
return layouts;
return (layouts, layout);
}
}
}