mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 07:06:41 +00:00
4c0eb91d7e
* Add Index Buffer conversion for quads to Vulkan Also adds a reusable repeating pattern index buffer to use for non-indexed draws, and generalizes the conversion cache for buffers. * Fix some issues * End render pass before conversion * Resume transform feedback after we ensure we're in a pass. * Always generate UInt32 type indices for topology conversion * No it's not. * Remove unused code * Rely on TopologyRemap to convert quads to tris. * Remove double newline * Ensure render pass ends before stride or I8 conversion
291 lines
12 KiB
C#
291 lines
12 KiB
C#
using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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{
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static class PipelineConverter
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{
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public static unsafe DisposableRenderPass ToRenderPass(this ProgramPipelineState state, VulkanRenderer gd, Device device)
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{
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const int MaxAttachments = Constants.MaxRenderTargets + 1;
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AttachmentDescription[] attachmentDescs = null;
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var subpass = new SubpassDescription()
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{
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PipelineBindPoint = PipelineBindPoint.Graphics
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};
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AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
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Span<int> attachmentIndices = stackalloc int[MaxAttachments];
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Span<Silk.NET.Vulkan.Format> attachmentFormats = stackalloc Silk.NET.Vulkan.Format[MaxAttachments];
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int attachmentCount = 0;
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int colorCount = 0;
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int maxColorAttachmentIndex = 0;
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for (int i = 0; i < state.AttachmentEnable.Length; i++)
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{
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if (state.AttachmentEnable[i])
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{
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maxColorAttachmentIndex = i;
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attachmentFormats[attachmentCount] = gd.FormatCapabilities.ConvertToVkFormat(state.AttachmentFormats[i]);
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attachmentIndices[attachmentCount++] = i;
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colorCount++;
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}
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}
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if (state.DepthStencilEnable)
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{
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attachmentFormats[attachmentCount++] = gd.FormatCapabilities.ConvertToVkFormat(state.DepthStencilFormat);
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}
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if (attachmentCount != 0)
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{
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attachmentDescs = new AttachmentDescription[attachmentCount];
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for (int i = 0; i < attachmentCount; i++)
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{
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int bindIndex = attachmentIndices[i];
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attachmentDescs[i] = new AttachmentDescription(
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0,
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attachmentFormats[i],
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TextureStorage.ConvertToSampleCountFlags((uint)state.SamplesCount),
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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AttachmentLoadOp.Load,
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AttachmentStoreOp.Store,
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ImageLayout.General,
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ImageLayout.General);
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}
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int colorAttachmentsCount = colorCount;
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if (colorAttachmentsCount > MaxAttachments - 1)
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{
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colorAttachmentsCount = MaxAttachments - 1;
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}
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if (colorAttachmentsCount != 0)
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{
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int maxAttachmentIndex = Constants.MaxRenderTargets - 1;
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subpass.ColorAttachmentCount = (uint)maxAttachmentIndex + 1;
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subpass.PColorAttachments = &attachmentReferences[0];
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// Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
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for (int i = 0; i <= maxAttachmentIndex; i++)
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{
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subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
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}
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for (int i = 0; i < colorAttachmentsCount; i++)
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{
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int bindIndex = attachmentIndices[i];
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subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
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}
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}
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if (state.DepthStencilEnable)
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{
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uint dsIndex = (uint)attachmentCount - 1;
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subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
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*subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
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}
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}
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var subpassDependency = new SubpassDependency(
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0,
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0,
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PipelineStageFlags.PipelineStageAllGraphicsBit,
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PipelineStageFlags.PipelineStageAllGraphicsBit,
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AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit,
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AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit,
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0);
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fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
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{
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var renderPassCreateInfo = new RenderPassCreateInfo()
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{
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SType = StructureType.RenderPassCreateInfo,
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PAttachments = pAttachmentDescs,
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AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
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PSubpasses = &subpass,
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SubpassCount = 1,
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PDependencies = &subpassDependency,
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DependencyCount = 1
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};
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gd.Api.CreateRenderPass(device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
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return new DisposableRenderPass(gd.Api, device, renderPass);
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}
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}
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public static PipelineState ToVulkanPipelineState(this ProgramPipelineState state, VulkanRenderer gd)
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{
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PipelineState pipeline = new PipelineState();
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pipeline.Initialize();
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// It is assumed that Dynamic State is enabled when this conversion is used.
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pipeline.BlendConstantA = state.BlendDescriptors[0].BlendConstant.Alpha;
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pipeline.BlendConstantB = state.BlendDescriptors[0].BlendConstant.Blue;
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pipeline.BlendConstantG = state.BlendDescriptors[0].BlendConstant.Green;
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pipeline.BlendConstantR = state.BlendDescriptors[0].BlendConstant.Red;
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pipeline.CullMode = state.CullEnable ? state.CullMode.Convert() : CullModeFlags.CullModeNone;
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pipeline.DepthBoundsTestEnable = false; // Not implemented.
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pipeline.DepthClampEnable = state.DepthClampEnable;
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pipeline.DepthTestEnable = state.DepthTest.TestEnable;
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pipeline.DepthWriteEnable = state.DepthTest.WriteEnable;
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pipeline.DepthCompareOp = state.DepthTest.Func.Convert();
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pipeline.FrontFace = state.FrontFace.Convert();
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pipeline.HasDepthStencil = state.DepthStencilEnable;
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pipeline.LineWidth = state.LineWidth;
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pipeline.LogicOpEnable = state.LogicOpEnable;
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pipeline.LogicOp = state.LogicOp.Convert();
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pipeline.MinDepthBounds = 0f; // Not implemented.
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pipeline.MaxDepthBounds = 0f; // Not implemented.
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pipeline.PatchControlPoints = state.PatchControlPoints;
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pipeline.PolygonMode = Silk.NET.Vulkan.PolygonMode.Fill; // Not implemented.
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pipeline.PrimitiveRestartEnable = state.PrimitiveRestartEnable;
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pipeline.RasterizerDiscardEnable = state.RasterizerDiscard;
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pipeline.SamplesCount = (uint)state.SamplesCount;
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if (gd.Capabilities.SupportsMultiView)
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{
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pipeline.ScissorsCount = Constants.MaxViewports;
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pipeline.ViewportsCount = Constants.MaxViewports;
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}
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else
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{
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pipeline.ScissorsCount = 1;
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pipeline.ViewportsCount = 1;
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}
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pipeline.DepthBiasEnable = state.BiasEnable != 0;
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// Stencil masks and ref are dynamic, so are 0 in the Vulkan pipeline.
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pipeline.StencilFrontFailOp = state.StencilTest.FrontSFail.Convert();
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pipeline.StencilFrontPassOp = state.StencilTest.FrontDpPass.Convert();
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pipeline.StencilFrontDepthFailOp = state.StencilTest.FrontDpFail.Convert();
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pipeline.StencilFrontCompareOp = state.StencilTest.FrontFunc.Convert();
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pipeline.StencilFrontCompareMask = 0;
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pipeline.StencilFrontWriteMask = 0;
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pipeline.StencilFrontReference = 0;
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pipeline.StencilBackFailOp = state.StencilTest.BackSFail.Convert();
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pipeline.StencilBackPassOp = state.StencilTest.BackDpPass.Convert();
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pipeline.StencilBackDepthFailOp = state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = state.StencilTest.BackFunc.Convert();
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pipeline.StencilBackCompareMask = 0;
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pipeline.StencilBackWriteMask = 0;
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pipeline.StencilBackReference = 0;
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pipeline.StencilTestEnable = state.StencilTest.TestEnable;
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pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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Span<int> vbScalarSizes = stackalloc int[vbCount];
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for (int i = 0; i < vaCount; i++)
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{
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var attribute = state.VertexAttribs[i];
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var bufferIndex = attribute.IsZero ? 0 : attribute.BufferIndex + 1;
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pipeline.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
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(uint)i,
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(uint)bufferIndex,
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gd.FormatCapabilities.ConvertToVertexVkFormat(attribute.Format),
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(uint)attribute.Offset);
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if (!attribute.IsZero && bufferIndex < vbCount)
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{
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vbScalarSizes[bufferIndex - 1] = Math.Max(attribute.Format.GetScalarSize(), vbScalarSizes[bufferIndex - 1]);
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}
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}
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int descriptorIndex = 1;
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pipeline.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
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for (int i = 0; i < vbCount; i++)
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{
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var vertexBuffer = state.VertexBuffers[i];
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if (vertexBuffer.Enable)
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{
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var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
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int alignedStride = vertexBuffer.Stride;
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if (gd.NeedsVertexBufferAlignment(vbScalarSizes[i], out int alignment))
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{
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alignedStride = (vertexBuffer.Stride + (alignment - 1)) & -alignment;
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}
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// TODO: Support divisor > 1
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pipeline.Internal.VertexBindingDescriptions[descriptorIndex++] = new VertexInputBindingDescription(
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(uint)i + 1,
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(uint)alignedStride,
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inputRate);
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}
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}
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pipeline.VertexBindingDescriptionsCount = (uint)descriptorIndex;
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// NOTE: Viewports, Scissors are dynamic.
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for (int i = 0; i < 8; i++)
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{
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var blend = state.BlendDescriptors[i];
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pipeline.Internal.ColorBlendAttachmentState[i] = new PipelineColorBlendAttachmentState(
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blend.Enable,
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blend.ColorSrcFactor.Convert(),
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blend.ColorDstFactor.Convert(),
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blend.ColorOp.Convert(),
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blend.AlphaSrcFactor.Convert(),
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blend.AlphaDstFactor.Convert(),
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blend.AlphaOp.Convert(),
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(ColorComponentFlags)state.ColorWriteMask[i]);
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}
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int maxAttachmentIndex = 0;
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for (int i = 0; i < 8; i++)
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{
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if (state.AttachmentEnable[i])
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{
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pipeline.Internal.AttachmentFormats[maxAttachmentIndex++] = gd.FormatCapabilities.ConvertToVkFormat(state.AttachmentFormats[i]);
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}
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}
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if (state.DepthStencilEnable)
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{
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pipeline.Internal.AttachmentFormats[maxAttachmentIndex++] = gd.FormatCapabilities.ConvertToVkFormat(state.DepthStencilFormat);
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}
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pipeline.ColorBlendAttachmentStateCount = 8;
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pipeline.VertexAttributeDescriptionsCount = (uint)Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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return pipeline;
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}
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}
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}
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