mirror of
https://github.com/Ryujinx/Ryujinx.git
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131baebe2a
* Vulkan: Don't create preload buffer outside a render pass The preload command buffer is used to avoid render pass splits and barriers when updating buffer data. However, when a render pass is not active (for example, at the start of a pass, or during compute invocations) buffer uploads can be performed at any time, so the optimization isn't as useful. This PR makes it so that the preload command buffer is only used for buffer updates outside of a render pass. It's still used for textures as I don't want to shake things up right now regarding how the preload buffer is obtained before some other changes, and texture updates are a lot rarer anyways. Improves performance slightly in Pokemon Scarlet/Violet (43 -> 48), as it was switching to compute, writing a bunch of buffers inline, then dispatching, then flushing commands... It uses 1 command buffer instead of 2 every time it does this now. Maybe it would be nice to find a faster way to sync without creating so many command buffers in a short period of time. * Address feedback
427 lines
13 KiB
C#
427 lines
13 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Vulkan
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{
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class ShaderCollection : IProgram
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{
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private readonly PipelineShaderStageCreateInfo[] _infos;
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private readonly Shader[] _shaders;
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private readonly PipelineLayoutCacheEntry _plce;
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public PipelineLayout PipelineLayout => _plce.PipelineLayout;
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public bool HasMinimalLayout { get; }
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public bool UsePushDescriptors { get; }
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public bool IsCompute { get; }
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public uint Stages { get; }
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public int[][][] Bindings { get; }
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public ProgramLinkStatus LinkStatus { get; private set; }
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public readonly SpecDescription[] SpecDescriptions;
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public bool IsLinked
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{
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get
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{
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if (LinkStatus == ProgramLinkStatus.Incomplete)
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{
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CheckProgramLink(true);
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}
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return LinkStatus == ProgramLinkStatus.Success;
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}
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}
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private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
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private HashTableSlim<SpecData, Auto<DisposablePipeline>> _computePipelineCache;
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private VulkanRenderer _gd;
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private Device _device;
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private bool _initialized;
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private ProgramPipelineState _state;
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private DisposableRenderPass _dummyRenderPass;
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private Task _compileTask;
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private bool _firstBackgroundUse;
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public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, SpecDescription[] specDescription = null, bool isMinimal = false)
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{
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_gd = gd;
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_device = device;
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if (specDescription != null && specDescription.Length != shaders.Length)
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{
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throw new ArgumentException($"{nameof(specDescription)} array length must match {nameof(shaders)} array if provided");
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}
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gd.Shaders.Add(this);
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var internalShaders = new Shader[shaders.Length];
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_infos = new PipelineShaderStageCreateInfo[shaders.Length];
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SpecDescriptions = specDescription;
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LinkStatus = ProgramLinkStatus.Incomplete;
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uint stages = 0;
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for (int i = 0; i < shaders.Length; i++)
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{
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var shader = new Shader(gd.Api, device, shaders[i]);
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stages |= 1u << shader.StageFlags switch
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{
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ShaderStageFlags.ShaderStageFragmentBit => 1,
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ShaderStageFlags.ShaderStageGeometryBit => 2,
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ShaderStageFlags.ShaderStageTessellationControlBit => 3,
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ShaderStageFlags.ShaderStageTessellationEvaluationBit => 4,
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_ => 0
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};
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if (shader.StageFlags == ShaderStageFlags.ShaderStageComputeBit)
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{
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IsCompute = true;
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}
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internalShaders[i] = shader;
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}
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_shaders = internalShaders;
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bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
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_plce = isMinimal
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? gd.PipelineLayoutCache.Create(gd, device, shaders)
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: gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
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HasMinimalLayout = isMinimal;
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UsePushDescriptors = usePd;
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Stages = stages;
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int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
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{
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bool hasAny = false;
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int[][] bindings = new int[internalShaders.Length][];
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for (int i = 0; i < internalShaders.Length; i++)
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{
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var collection = selector(internalShaders[i].Bindings);
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hasAny |= collection.Count != 0;
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bindings[i] = collection.ToArray();
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}
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return hasAny ? bindings : Array.Empty<int[]>();
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}
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Bindings = new[]
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{
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GrabAll(x => x.UniformBufferBindings),
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GrabAll(x => x.StorageBufferBindings),
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GrabAll(x => x.TextureBindings),
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GrabAll(x => x.ImageBindings)
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};
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_compileTask = Task.CompletedTask;
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_firstBackgroundUse = false;
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}
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public ShaderCollection(
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VulkanRenderer gd,
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Device device,
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ShaderSource[] sources,
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ProgramPipelineState state,
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bool fromCache) : this(gd, device, sources)
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{
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_state = state;
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_compileTask = BackgroundCompilation();
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_firstBackgroundUse = !fromCache;
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}
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private async Task BackgroundCompilation()
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{
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await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
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if (_shaders.Any(shader => shader.CompileStatus == ProgramLinkStatus.Failure))
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{
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LinkStatus = ProgramLinkStatus.Failure;
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return;
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}
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try
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{
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if (IsCompute)
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{
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CreateBackgroundComputePipeline();
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}
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else
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{
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CreateBackgroundGraphicsPipeline();
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}
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}
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catch (VulkanException e)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
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LinkStatus = ProgramLinkStatus.Failure;
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}
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}
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private void EnsureShadersReady()
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{
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if (!_initialized)
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{
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CheckProgramLink(true);
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ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
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for (int i = 0; i < _shaders.Length; i++)
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{
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var shader = _shaders[i];
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if (shader.CompileStatus != ProgramLinkStatus.Success)
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{
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resultStatus = ProgramLinkStatus.Failure;
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}
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_infos[i] = shader.GetInfo();
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}
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// If the link status was already set as failure by background compilation, prefer that decision.
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if (LinkStatus != ProgramLinkStatus.Failure)
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{
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LinkStatus = resultStatus;
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}
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_initialized = true;
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}
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}
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public PipelineShaderStageCreateInfo[] GetInfos()
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{
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EnsureShadersReady();
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return _infos;
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}
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protected unsafe DisposableRenderPass CreateDummyRenderPass()
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{
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if (_dummyRenderPass.Value.Handle != 0)
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{
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return _dummyRenderPass;
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}
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return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
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}
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public void CreateBackgroundComputePipeline()
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{
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PipelineState pipeline = new PipelineState();
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pipeline.Initialize();
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pipeline.Stages[0] = _shaders[0].GetInfo();
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pipeline.StagesCount = 1;
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pipeline.PipelineLayout = PipelineLayout;
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pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
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pipeline.Dispose();
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}
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public void CreateBackgroundGraphicsPipeline()
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{
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// To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
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// The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
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// This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
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// close enough that the GPU driver will reuse the compiled shader for the different state.
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// First, we need to create a render pass object compatible with the one that will be used at runtime.
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// The active attachment formats have been provided by the abstraction layer.
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var renderPass = CreateDummyRenderPass();
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PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
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// Copy the shader stage info to the pipeline.
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var stages = pipeline.Stages.AsSpan();
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for (int i = 0; i < _shaders.Length; i++)
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{
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stages[i] = _shaders[i].GetInfo();
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}
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pipeline.StagesCount = (uint)_shaders.Length;
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pipeline.PipelineLayout = PipelineLayout;
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pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
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pipeline.Dispose();
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}
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public ProgramLinkStatus CheckProgramLink(bool blocking)
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{
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if (LinkStatus == ProgramLinkStatus.Incomplete)
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{
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ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
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foreach (Shader shader in _shaders)
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{
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if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
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{
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if (blocking)
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{
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// Wait for this shader to finish compiling.
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shader.WaitForCompile();
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if (shader.CompileStatus != ProgramLinkStatus.Success)
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{
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resultStatus = ProgramLinkStatus.Failure;
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}
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}
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else
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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}
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if (!_compileTask.IsCompleted)
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{
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if (blocking)
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{
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_compileTask.Wait();
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if (LinkStatus == ProgramLinkStatus.Failure)
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{
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return ProgramLinkStatus.Failure;
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}
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}
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else
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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return resultStatus;
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}
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return LinkStatus;
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}
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public byte[] GetBinary()
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{
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return null;
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}
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public void AddComputePipeline(ref SpecData key, Auto<DisposablePipeline> pipeline)
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{
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(_computePipelineCache ??= new()).Add(ref key, pipeline);
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}
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public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
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{
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(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
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}
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public bool TryGetComputePipeline(ref SpecData key, out Auto<DisposablePipeline> pipeline)
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{
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if (_computePipelineCache == null)
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{
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pipeline = default;
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return false;
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}
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if (_computePipelineCache.TryGetValue(ref key, out pipeline))
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{
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return true;
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}
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return false;
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}
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public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
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{
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if (_graphicsPipelineCache == null)
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{
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pipeline = default;
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return false;
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}
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if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
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{
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if (_firstBackgroundUse)
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{
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Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
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_firstBackgroundUse = false;
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}
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return false;
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}
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_firstBackgroundUse = false;
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return true;
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}
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public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
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VulkanRenderer gd,
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int commandBufferIndex,
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int setIndex,
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out bool isNew)
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{
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return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
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}
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protected virtual unsafe void Dispose(bool disposing)
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{
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if (disposing)
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{
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if (!_gd.Shaders.Remove(this))
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{
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return;
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}
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for (int i = 0; i < _shaders.Length; i++)
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{
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_shaders[i].Dispose();
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}
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if (_graphicsPipelineCache != null)
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{
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foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
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{
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pipeline.Dispose();
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}
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}
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if (_computePipelineCache != null)
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{
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foreach (Auto<DisposablePipeline> pipeline in _computePipelineCache.Values)
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{
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pipeline.Dispose();
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}
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}
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if (_dummyRenderPass.Value.Handle != 0)
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{
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_dummyRenderPass.Dispose();
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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