mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-07-28 18:47:11 +02:00
Allow texture arrays to use separate descriptor sets on Vulkan (#6870)
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
This commit is contained in:
parent
4cc00bb4b1
commit
53d096e392
47 changed files with 996 additions and 262 deletions
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@ -19,6 +19,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public Format Format { get; }
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/// <summary>
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/// Shader texture host set index.
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/// </summary>
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public int Set { get; }
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/// <summary>
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/// Shader texture host binding point.
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/// </summary>
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@ -54,15 +59,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="format">Format of the image as declared on the shader</param>
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/// <param name="set">Shader texture host set index</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
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/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
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public TextureBindingInfo(Target target, Format format, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
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public TextureBindingInfo(Target target, Format format, int set, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
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{
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Target = target;
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Format = format;
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Set = set;
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Binding = binding;
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ArrayLength = arrayLength;
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CbufSlot = cbufSlot;
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@ -74,6 +81,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Constructs the texture binding information structure.
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/// </summary>
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/// <param name="target">The shader sampler target type</param>
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/// <param name="set">Shader texture host set index</param>
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/// <param name="binding">The shader texture binding point</param>
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/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
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/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
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@ -82,12 +90,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="isSamplerOnly">Indicates that the binding is for a sampler</param>
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public TextureBindingInfo(
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Target target,
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int set,
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int binding,
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int arrayLength,
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int cbufSlot,
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int handle,
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TextureUsageFlags flags,
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bool isSamplerOnly) : this(target, 0, binding, arrayLength, cbufSlot, handle, flags)
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bool isSamplerOnly) : this(target, 0, set, binding, arrayLength, cbufSlot, handle, flags)
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{
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IsSamplerOnly = isSamplerOnly;
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}
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@ -566,7 +566,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int stageIndex,
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int textureBufferIndex,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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in TextureBindingInfo bindingInfo)
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{
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Update(texturePool, samplerPool, stage, stageIndex, textureBufferIndex, isImage: false, samplerIndex, bindingInfo);
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}
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@ -579,7 +579,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="stageIndex">Shader stage index where the array is used</param>
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/// <param name="textureBufferIndex">Texture constant buffer index</param>
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/// <param name="bindingInfo">Array binding information</param>
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public void UpdateImageArray(TexturePool texturePool, ShaderStage stage, int stageIndex, int textureBufferIndex, TextureBindingInfo bindingInfo)
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public void UpdateImageArray(TexturePool texturePool, ShaderStage stage, int stageIndex, int textureBufferIndex, in TextureBindingInfo bindingInfo)
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{
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Update(texturePool, null, stage, stageIndex, textureBufferIndex, isImage: true, SamplerIndex.ViaHeaderIndex, bindingInfo);
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}
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@ -603,7 +603,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int textureBufferIndex,
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bool isImage,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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in TextureBindingInfo bindingInfo)
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{
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if (IsDirectHandleType(bindingInfo.Handle))
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{
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@ -623,7 +623,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="isImage">Whether the array is a image or texture array</param>
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/// <param name="bindingInfo">Array binding information</param>
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private void UpdateFromPool(TexturePool texturePool, SamplerPool samplerPool, ShaderStage stage, bool isImage, TextureBindingInfo bindingInfo)
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private void UpdateFromPool(TexturePool texturePool, SamplerPool samplerPool, ShaderStage stage, bool isImage, in TextureBindingInfo bindingInfo)
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{
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CacheEntry entry = GetOrAddEntry(texturePool, samplerPool, bindingInfo, isImage, out bool isNewEntry);
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@ -638,11 +638,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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return;
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@ -737,14 +737,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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entry.ImageArray.SetFormats(0, formats);
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entry.ImageArray.SetImages(0, textures);
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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entry.TextureArray.SetSamplers(0, samplers);
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entry.TextureArray.SetTextures(0, textures);
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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}
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@ -767,7 +767,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int textureBufferIndex,
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bool isImage,
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SamplerIndex samplerIndex,
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TextureBindingInfo bindingInfo)
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in TextureBindingInfo bindingInfo)
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{
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(textureBufferIndex, int samplerBufferIndex) = TextureHandle.UnpackSlots(bindingInfo.CbufSlot, textureBufferIndex);
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@ -800,11 +800,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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return;
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@ -829,11 +829,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (isImage)
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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return;
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@ -950,14 +950,50 @@ namespace Ryujinx.Graphics.Gpu.Image
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entry.ImageArray.SetFormats(0, formats);
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entry.ImageArray.SetImages(0, textures);
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, entry.ImageArray);
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SetImageArray(stage, bindingInfo, entry.ImageArray);
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}
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else
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{
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entry.TextureArray.SetSamplers(0, samplers);
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entry.TextureArray.SetTextures(0, textures);
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, entry.TextureArray);
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SetTextureArray(stage, bindingInfo, entry.TextureArray);
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}
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}
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/// <summary>
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/// Updates a texture array binding on the host.
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/// </summary>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="bindingInfo">Array binding information</param>
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/// <param name="array">Texture array</param>
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private void SetTextureArray(ShaderStage stage, in TextureBindingInfo bindingInfo, ITextureArray array)
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{
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
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{
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_context.Renderer.Pipeline.SetTextureArraySeparate(stage, bindingInfo.Set, array);
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}
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else
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{
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_context.Renderer.Pipeline.SetTextureArray(stage, bindingInfo.Binding, array);
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}
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}
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/// <summary>
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/// Updates a image array binding on the host.
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/// </summary>
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/// <param name="stage">Shader stage where the array is used</param>
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/// <param name="bindingInfo">Array binding information</param>
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/// <param name="array">Image array</param>
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private void SetImageArray(ShaderStage stage, in TextureBindingInfo bindingInfo, IImageArray array)
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{
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if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
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{
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_context.Renderer.Pipeline.SetImageArraySeparate(stage, bindingInfo.Set, array);
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}
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else
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{
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_context.Renderer.Pipeline.SetImageArray(stage, bindingInfo.Binding, array);
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}
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}
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@ -973,7 +1009,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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private CacheEntry GetOrAddEntry(
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TexturePool texturePool,
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SamplerPool samplerPool,
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TextureBindingInfo bindingInfo,
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in TextureBindingInfo bindingInfo,
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bool isImage,
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out bool isNew)
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{
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@ -1015,7 +1051,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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private CacheEntryFromBuffer GetOrAddEntry(
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TexturePool texturePool,
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SamplerPool samplerPool,
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TextureBindingInfo bindingInfo,
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in TextureBindingInfo bindingInfo,
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bool isImage,
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ref BufferBounds textureBufferBounds,
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out bool isNew)
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@ -62,6 +62,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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var result = new TextureBindingInfo(
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target,
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descriptor.Set,
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descriptor.Binding,
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descriptor.ArrayLength,
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descriptor.CbufSlot,
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@ -90,6 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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var result = new TextureBindingInfo(
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target,
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format,
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descriptor.Set,
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descriptor.Binding,
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descriptor.ArrayLength,
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descriptor.CbufSlot,
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5936;
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private const uint CodeGenVersion = 6870;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_reservedImages = rrc.ReservedImages;
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}
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public int CreateConstantBufferBinding(int index)
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public SetBindingPair CreateConstantBufferBinding(int index)
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{
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int binding;
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binding = _resourceCounts.UniformBuffersCount++;
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}
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return binding + _reservedConstantBuffers;
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return new SetBindingPair(_context.Capabilities.UniformBufferSetIndex, binding + _reservedConstantBuffers);
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}
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public int CreateImageBinding(int count, bool isBuffer)
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public SetBindingPair CreateImageBinding(int count, bool isBuffer)
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{
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int binding;
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@ -96,10 +96,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_resourceCounts.ImagesCount += count;
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}
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return binding + _reservedImages;
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return new SetBindingPair(_context.Capabilities.ImageSetIndex, binding + _reservedImages);
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}
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public int CreateStorageBufferBinding(int index)
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public SetBindingPair CreateStorageBufferBinding(int index)
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{
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int binding;
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@ -112,10 +112,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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binding = _resourceCounts.StorageBuffersCount++;
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}
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return binding + _reservedStorageBuffers;
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return new SetBindingPair(_context.Capabilities.StorageBufferSetIndex, binding + _reservedStorageBuffers);
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}
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public int CreateTextureBinding(int count, bool isBuffer)
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public SetBindingPair CreateTextureBinding(int count, bool isBuffer)
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{
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int binding;
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@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_resourceCounts.TexturesCount += count;
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}
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return binding + _reservedTextures;
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return new SetBindingPair(_context.Capabilities.TextureSetIndex, binding + _reservedTextures);
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}
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private int GetBindingFromIndex(int index, uint maxPerStage, string resourceName)
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@ -183,6 +183,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return maxPerStage * Constants.ShaderStages;
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}
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public int CreateExtraSet()
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{
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if (_resourceCounts.SetsCount >= _context.Capabilities.MaximumExtraSets)
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{
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return -1;
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}
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return _context.Capabilities.ExtraSetBaseIndex + _resourceCounts.SetsCount++;
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}
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public int QueryHostGatherBiasPrecision() => _context.Capabilities.GatherBiasPrecision;
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public bool QueryHostReducedPrecision() => _context.Capabilities.ReduceShaderPrecision;
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@ -24,5 +24,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// Total of images used by the shaders.
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/// </summary>
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public int ImagesCount;
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/// <summary>
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/// Total of extra sets used by the shaders.
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/// </summary>
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public int SetsCount;
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}
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}
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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@ -9,13 +10,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// </summary>
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class ShaderInfoBuilder
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{
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private const int TotalSets = 4;
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private const int UniformSetIndex = 0;
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private const int StorageSetIndex = 1;
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private const int TextureSetIndex = 2;
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private const int ImageSetIndex = 3;
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private const ResourceStages SupportBufferStages =
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ResourceStages.Compute |
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ResourceStages.Vertex |
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@ -36,8 +30,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly int _reservedTextures;
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private readonly int _reservedImages;
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private readonly List<ResourceDescriptor>[] _resourceDescriptors;
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private readonly List<ResourceUsage>[] _resourceUsages;
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private List<ResourceDescriptor>[] _resourceDescriptors;
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private List<ResourceUsage>[] _resourceUsages;
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/// <summary>
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/// Creates a new shader info builder.
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@ -51,17 +45,27 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_fragmentOutputMap = -1;
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_resourceDescriptors = new List<ResourceDescriptor>[TotalSets];
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_resourceUsages = new List<ResourceUsage>[TotalSets];
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int uniformSetIndex = context.Capabilities.UniformBufferSetIndex;
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int storageSetIndex = context.Capabilities.StorageBufferSetIndex;
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int textureSetIndex = context.Capabilities.TextureSetIndex;
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int imageSetIndex = context.Capabilities.ImageSetIndex;
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for (int index = 0; index < TotalSets; index++)
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int totalSets = Math.Max(uniformSetIndex, storageSetIndex);
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totalSets = Math.Max(totalSets, textureSetIndex);
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totalSets = Math.Max(totalSets, imageSetIndex);
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totalSets++;
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_resourceDescriptors = new List<ResourceDescriptor>[totalSets];
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_resourceUsages = new List<ResourceUsage>[totalSets];
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for (int index = 0; index < totalSets; index++)
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{
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_resourceDescriptors[index] = new();
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_resourceUsages[index] = new();
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}
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AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
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AddUsage(SupportBufferStages, ResourceType.UniformBuffer, UniformSetIndex, 0, 1);
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AddDescriptor(SupportBufferStages, ResourceType.UniformBuffer, uniformSetIndex, 0, 1);
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AddUsage(SupportBufferStages, ResourceType.UniformBuffer, uniformSetIndex, 0, 1);
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ResourceReservationCounts rrc = new(!context.Capabilities.SupportsTransformFeedback && tfEnabled, vertexAsCompute);
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@ -73,12 +77,20 @@ namespace Ryujinx.Graphics.Gpu.Shader
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// TODO: Handle that better? Maybe we should only set the binding that are really needed on each shader.
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ResourceStages stages = vertexAsCompute ? ResourceStages.Compute | ResourceStages.Vertex : VtgStages;
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PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, UniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
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PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, StorageSetIndex, 0, rrc.ReservedStorageBuffers);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, TextureSetIndex, 0, rrc.ReservedTextures);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, ImageSetIndex, 0, rrc.ReservedImages);
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PopulateDescriptorAndUsages(stages, ResourceType.UniformBuffer, uniformSetIndex, 1, rrc.ReservedConstantBuffers - 1);
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PopulateDescriptorAndUsages(stages, ResourceType.StorageBuffer, storageSetIndex, 0, rrc.ReservedStorageBuffers);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferTexture, textureSetIndex, 0, rrc.ReservedTextures);
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PopulateDescriptorAndUsages(stages, ResourceType.BufferImage, imageSetIndex, 0, rrc.ReservedImages);
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}
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/// <summary>
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/// Populates descriptors and usages for vertex as compute and transform feedback emulation reserved resources.
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/// </summary>
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/// <param name="stages">Shader stages where the resources are used</param>
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/// <param name="type">Resource type</param>
|
||||
/// <param name="setIndex">Resource set index where the resources are used</param>
|
||||
/// <param name="start">First binding number</param>
|
||||
/// <param name="count">Amount of bindings</param>
|
||||
private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count)
|
||||
{
|
||||
AddDescriptor(stages, type, setIndex, start, count);
|
||||
|
@ -127,18 +139,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
int textureBinding = _reservedTextures + stageIndex * texturesPerStage * 2;
|
||||
int imageBinding = _reservedImages + stageIndex * imagesPerStage * 2;
|
||||
|
||||
AddDescriptor(stages, ResourceType.UniformBuffer, UniformSetIndex, uniformBinding, uniformsPerStage);
|
||||
AddDescriptor(stages, ResourceType.StorageBuffer, StorageSetIndex, storageBinding, storagesPerStage);
|
||||
AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, TextureSetIndex, textureBinding, texturesPerStage);
|
||||
AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, ImageSetIndex, imageBinding, imagesPerStage);
|
||||
int uniformSetIndex = _context.Capabilities.UniformBufferSetIndex;
|
||||
int storageSetIndex = _context.Capabilities.StorageBufferSetIndex;
|
||||
int textureSetIndex = _context.Capabilities.TextureSetIndex;
|
||||
int imageSetIndex = _context.Capabilities.ImageSetIndex;
|
||||
|
||||
AddArrayDescriptors(info.Textures, stages, TextureSetIndex, isImage: false);
|
||||
AddArrayDescriptors(info.Images, stages, TextureSetIndex, isImage: true);
|
||||
AddDescriptor(stages, ResourceType.UniformBuffer, uniformSetIndex, uniformBinding, uniformsPerStage);
|
||||
AddDescriptor(stages, ResourceType.StorageBuffer, storageSetIndex, storageBinding, storagesPerStage);
|
||||
AddDualDescriptor(stages, ResourceType.TextureAndSampler, ResourceType.BufferTexture, textureSetIndex, textureBinding, texturesPerStage);
|
||||
AddDualDescriptor(stages, ResourceType.Image, ResourceType.BufferImage, imageSetIndex, imageBinding, imagesPerStage);
|
||||
|
||||
AddUsage(info.CBuffers, stages, UniformSetIndex, isStorage: false);
|
||||
AddUsage(info.SBuffers, stages, StorageSetIndex, isStorage: true);
|
||||
AddUsage(info.Textures, stages, TextureSetIndex, isImage: false);
|
||||
AddUsage(info.Images, stages, ImageSetIndex, isImage: true);
|
||||
AddArrayDescriptors(info.Textures, stages, isImage: false);
|
||||
AddArrayDescriptors(info.Images, stages, isImage: true);
|
||||
|
||||
AddUsage(info.CBuffers, stages, isStorage: false);
|
||||
AddUsage(info.SBuffers, stages, isStorage: true);
|
||||
AddUsage(info.Textures, stages, isImage: false);
|
||||
AddUsage(info.Images, stages, isImage: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -177,9 +194,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
/// <param name="textures">Textures to be added</param>
|
||||
/// <param name="stages">Stages where the textures are used</param>
|
||||
/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
|
||||
/// <param name="isImage">True for images, false for textures</param>
|
||||
private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
|
||||
private void AddArrayDescriptors(IEnumerable<TextureDescriptor> textures, ResourceStages stages, bool isImage)
|
||||
{
|
||||
foreach (TextureDescriptor texture in textures)
|
||||
{
|
||||
|
@ -187,7 +203,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
{
|
||||
ResourceType type = GetTextureResourceType(texture, isImage);
|
||||
|
||||
_resourceDescriptors[setIndex].Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages));
|
||||
GetDescriptors(texture.Set).Add(new ResourceDescriptor(texture.Binding, texture.ArrayLength, type, stages));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -213,13 +229,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
/// <param name="buffers">Buffers to be added</param>
|
||||
/// <param name="stages">Stages where the buffers are used</param>
|
||||
/// <param name="setIndex">Descriptor set index where the buffers will be bound</param>
|
||||
/// <param name="isStorage">True for storage buffers, false for uniform buffers</param>
|
||||
private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, int setIndex, bool isStorage)
|
||||
private void AddUsage(IEnumerable<BufferDescriptor> buffers, ResourceStages stages, bool isStorage)
|
||||
{
|
||||
foreach (BufferDescriptor buffer in buffers)
|
||||
{
|
||||
_resourceUsages[setIndex].Add(new ResourceUsage(
|
||||
GetUsages(buffer.Set).Add(new ResourceUsage(
|
||||
buffer.Binding,
|
||||
1,
|
||||
isStorage ? ResourceType.StorageBuffer : ResourceType.UniformBuffer,
|
||||
|
@ -232,18 +247,65 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// </summary>
|
||||
/// <param name="textures">Textures to be added</param>
|
||||
/// <param name="stages">Stages where the textures are used</param>
|
||||
/// <param name="setIndex">Descriptor set index where the textures will be bound</param>
|
||||
/// <param name="isImage">True for images, false for textures</param>
|
||||
private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, int setIndex, bool isImage)
|
||||
private void AddUsage(IEnumerable<TextureDescriptor> textures, ResourceStages stages, bool isImage)
|
||||
{
|
||||
foreach (TextureDescriptor texture in textures)
|
||||
{
|
||||
ResourceType type = GetTextureResourceType(texture, isImage);
|
||||
|
||||
_resourceUsages[setIndex].Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
|
||||
GetUsages(texture.Set).Add(new ResourceUsage(texture.Binding, texture.ArrayLength, type, stages));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of resource descriptors for a given set index. A new list will be created if needed.
|
||||
/// </summary>
|
||||
/// <param name="setIndex">Resource set index</param>
|
||||
/// <returns>List of resource descriptors</returns>
|
||||
private List<ResourceDescriptor> GetDescriptors(int setIndex)
|
||||
{
|
||||
if (_resourceDescriptors.Length <= setIndex)
|
||||
{
|
||||
int oldLength = _resourceDescriptors.Length;
|
||||
Array.Resize(ref _resourceDescriptors, setIndex + 1);
|
||||
|
||||
for (int index = oldLength; index <= setIndex; index++)
|
||||
{
|
||||
_resourceDescriptors[index] = new();
|
||||
}
|
||||
}
|
||||
|
||||
return _resourceDescriptors[setIndex];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of resource usages for a given set index. A new list will be created if needed.
|
||||
/// </summary>
|
||||
/// <param name="setIndex">Resource set index</param>
|
||||
/// <returns>List of resource usages</returns>
|
||||
private List<ResourceUsage> GetUsages(int setIndex)
|
||||
{
|
||||
if (_resourceUsages.Length <= setIndex)
|
||||
{
|
||||
int oldLength = _resourceUsages.Length;
|
||||
Array.Resize(ref _resourceUsages, setIndex + 1);
|
||||
|
||||
for (int index = oldLength; index <= setIndex; index++)
|
||||
{
|
||||
_resourceUsages[index] = new();
|
||||
}
|
||||
}
|
||||
|
||||
return _resourceUsages[setIndex];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a resource type from a texture descriptor.
|
||||
/// </summary>
|
||||
/// <param name="texture">Texture descriptor</param>
|
||||
/// <param name="isImage">Whether the texture is a image texture (writable) or not (sampled)</param>
|
||||
/// <returns>Resource type</returns>
|
||||
private static ResourceType GetTextureResourceType(TextureDescriptor texture, bool isImage)
|
||||
{
|
||||
bool isBuffer = (texture.Type & SamplerType.Mask) == SamplerType.TextureBuffer;
|
||||
|
@ -278,10 +340,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
|
|||
/// <returns>Shader information</returns>
|
||||
public ShaderInfo Build(ProgramPipelineState? pipeline, bool fromCache = false)
|
||||
{
|
||||
var descriptors = new ResourceDescriptorCollection[TotalSets];
|
||||
var usages = new ResourceUsageCollection[TotalSets];
|
||||
int totalSets = _resourceDescriptors.Length;
|
||||
|
||||
for (int index = 0; index < TotalSets; index++)
|
||||
var descriptors = new ResourceDescriptorCollection[totalSets];
|
||||
var usages = new ResourceUsageCollection[totalSets];
|
||||
|
||||
for (int index = 0; index < totalSets; index++)
|
||||
{
|
||||
descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly());
|
||||
usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue