mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 15:48:43 +02:00
* Use RGBA16 vertex format if RGB16 is not supported on Vulkan * Catch all shader compilation exceptions
1223 lines
44 KiB
C#
1223 lines
44 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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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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class PipelineBase : IDisposable
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{
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public const int DescriptorSetLayouts = 4;
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public const int UniformSetIndex = 0;
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public const int StorageSetIndex = 1;
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public const int TextureSetIndex = 2;
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public const int ImageSetIndex = 3;
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protected readonly VulkanRenderer Gd;
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protected readonly Device Device;
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public readonly PipelineCache PipelineCache;
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private PipelineDynamicState _dynamicState;
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private PipelineState _newState;
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private bool _stateDirty;
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private GAL.PrimitiveTopology _topology;
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private ulong _currentPipelineHandle;
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protected Auto<DisposablePipeline> Pipeline;
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protected PipelineBindPoint Pbp;
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protected CommandBufferScoped Cbs;
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protected CommandBufferScoped? PreloadCbs;
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protected CommandBuffer CommandBuffer;
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public CommandBufferScoped CurrentCommandBuffer => Cbs;
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private ShaderCollection _program;
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private Vector4<float>[] _renderScale = new Vector4<float>[73];
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private int _fragmentScaleCount;
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protected FramebufferParams FramebufferParams;
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private Auto<DisposableFramebuffer> _framebuffer;
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private Auto<DisposableRenderPass> _renderPass;
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private int _writtenAttachmentCount;
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private bool _renderPassActive;
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private readonly DescriptorSetUpdater _descriptorSetUpdater;
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private BufferState _indexBuffer;
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private readonly BufferState[] _transformFeedbackBuffers;
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private readonly BufferState[] _vertexBuffers;
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protected Rectangle<int> ClearScissor;
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public SupportBufferUpdater SupportBufferUpdater;
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private bool _needsIndexBufferRebind;
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private bool _needsTransformFeedbackBuffersRebind;
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private bool _needsVertexBuffersRebind;
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private bool _tfEnabled;
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private bool _tfActive;
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public ulong DrawCount { get; private set; }
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public unsafe PipelineBase(VulkanRenderer gd, Device device)
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{
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Gd = gd;
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Device = device;
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var pipelineCacheCreateInfo = new PipelineCacheCreateInfo()
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{
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SType = StructureType.PipelineCacheCreateInfo
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};
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gd.Api.CreatePipelineCache(device, pipelineCacheCreateInfo, null, out PipelineCache).ThrowOnError();
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_descriptorSetUpdater = new DescriptorSetUpdater(gd, this);
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_transformFeedbackBuffers = new BufferState[Constants.MaxTransformFeedbackBuffers];
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_vertexBuffers = new BufferState[Constants.MaxVertexBuffers + 1];
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const int EmptyVbSize = 16;
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using var emptyVb = gd.BufferManager.Create(gd, EmptyVbSize);
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emptyVb.SetData(0, new byte[EmptyVbSize]);
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_vertexBuffers[0] = new BufferState(emptyVb.GetBuffer(), 0, EmptyVbSize, 0UL);
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_needsVertexBuffersRebind = true;
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ClearScissor = new Rectangle<int>(0, 0, 0xffff, 0xffff);
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var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
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new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
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_newState.Initialize();
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_newState.LineWidth = 1f;
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_newState.SamplesCount = 1;
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}
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public void Initialize()
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{
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SupportBufferUpdater = new SupportBufferUpdater(Gd);
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SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
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}
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public unsafe void Barrier()
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{
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MemoryBarrier memoryBarrier = new MemoryBarrier()
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit,
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DstAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit
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};
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Gd.Api.CmdPipelineBarrier(
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CommandBuffer,
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PipelineStageFlags.PipelineStageFragmentShaderBit,
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PipelineStageFlags.PipelineStageFragmentShaderBit,
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0,
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1,
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memoryBarrier,
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0,
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null,
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0,
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null);
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}
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public void BeginTransformFeedback(GAL.PrimitiveTopology topology)
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{
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_tfEnabled = true;
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}
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public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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{
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EndRenderPass();
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var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, true).Get(Cbs, offset, size).Value;
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BufferHolder.InsertBufferBarrier(
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Gd,
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Cbs.CommandBuffer,
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dst,
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BufferHolder.DefaultAccessFlags,
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AccessFlags.AccessTransferWriteBit,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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PipelineStageFlags.PipelineStageTransferBit,
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offset,
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size);
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Gd.Api.CmdFillBuffer(CommandBuffer, dst, (ulong)offset, (ulong)size, value);
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BufferHolder.InsertBufferBarrier(
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Gd,
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Cbs.CommandBuffer,
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dst,
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AccessFlags.AccessTransferWriteBit,
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BufferHolder.DefaultAccessFlags,
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PipelineStageFlags.PipelineStageTransferBit,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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offset,
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size);
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}
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public unsafe void ClearRenderTargetColor(int index, int layer, int layerCount, ColorF color)
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{
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if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index))
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{
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return;
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}
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if (_renderPass == null)
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{
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CreateRenderPass();
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}
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BeginRenderPass();
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var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
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var attachment = new ClearAttachment(ImageAspectFlags.ImageAspectColorBit, (uint)index, clearValue);
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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// TODO: Use stencilMask (fully)
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if (FramebufferParams == null || !FramebufferParams.HasDepthStencil)
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{
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return;
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}
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if (_renderPass == null)
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{
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CreateRenderPass();
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}
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BeginRenderPass();
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var clearValue = new ClearValue(null, new ClearDepthStencilValue(depthValue, (uint)stencilValue));
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var flags = depthMask ? ImageAspectFlags.ImageAspectDepthBit : 0;
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if (stencilMask != 0)
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{
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flags |= ImageAspectFlags.ImageAspectStencilBit;
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}
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var attachment = new ClearAttachment(flags, 0, clearValue);
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var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
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Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
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}
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public void CommandBufferBarrier()
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{
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// TODO: More specific barrier?
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Barrier();
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}
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public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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EndRenderPass();
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var src = Gd.BufferManager.GetBuffer(CommandBuffer, source, false);
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var dst = Gd.BufferManager.GetBuffer(CommandBuffer, destination, true);
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BufferHolder.Copy(Gd, Cbs, src, dst, srcOffset, dstOffset, size);
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}
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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{
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if (!_program.IsLinked)
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{
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return;
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}
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EndRenderPass();
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RecreatePipelineIfNeeded(PipelineBindPoint.Compute);
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Gd.Api.CmdDispatch(CommandBuffer, (uint)groupsX, (uint)groupsY, (uint)groupsZ);
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}
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked)
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{
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return;
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}
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RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
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BeginRenderPass();
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ResumeTransformFeedbackInternal();
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DrawCount++;
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if (_topology == GAL.PrimitiveTopology.Quads)
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{
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int quadsCount = vertexCount / 4;
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for (int i = 0; i < quadsCount; i++)
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{
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Gd.Api.CmdDraw(CommandBuffer, 4, (uint)instanceCount, (uint)(firstVertex + i * 4), (uint)firstInstance);
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}
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}
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else
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{
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Gd.Api.CmdDraw(CommandBuffer, (uint)vertexCount, (uint)instanceCount, (uint)firstVertex, (uint)firstInstance);
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}
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}
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public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked)
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{
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return;
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}
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RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
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BeginRenderPass();
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ResumeTransformFeedbackInternal();
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DrawCount++;
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if (_topology == GAL.PrimitiveTopology.Quads)
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{
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int quadsCount = indexCount / 4;
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for (int i = 0; i < quadsCount; i++)
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{
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Gd.Api.CmdDrawIndexed(CommandBuffer, 4, (uint)instanceCount, (uint)(firstIndex + i * 4), firstVertex, (uint)firstInstance);
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}
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}
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else
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{
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Gd.Api.CmdDrawIndexed(CommandBuffer, (uint)indexCount, (uint)instanceCount, (uint)firstIndex, firstVertex, (uint)firstInstance);
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}
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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if (texture is TextureView srcTexture)
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{
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SupportBufferUpdater.Commit();
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var oldCullMode = _newState.CullMode;
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var oldStencilTestEnable = _newState.StencilTestEnable;
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var oldDepthTestEnable = _newState.DepthTestEnable;
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var oldDepthWriteEnable = _newState.DepthWriteEnable;
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var oldTopology = _newState.Topology;
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var oldViewports = _dynamicState.Viewports;
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var oldViewportsCount = _newState.ViewportsCount;
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_newState.CullMode = CullModeFlags.CullModeNone;
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_newState.StencilTestEnable = false;
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_newState.DepthTestEnable = false;
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_newState.DepthWriteEnable = false;
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SignalStateChange();
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Gd.HelperShader.DrawTexture(
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Gd,
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this,
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srcTexture,
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sampler,
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srcRegion,
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dstRegion);
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_newState.CullMode = oldCullMode;
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_newState.StencilTestEnable = oldStencilTestEnable;
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_newState.DepthTestEnable = oldDepthTestEnable;
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_newState.DepthWriteEnable = oldDepthWriteEnable;
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_newState.Topology = oldTopology;
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_dynamicState.Viewports = oldViewports;
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_dynamicState.ViewportsCount = (int)oldViewportsCount;
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_dynamicState.SetViewportsDirty();
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_newState.ViewportsCount = oldViewportsCount;
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SignalStateChange();
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}
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}
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public void EndTransformFeedback()
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{
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PauseTransformFeedbackInternal();
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_tfEnabled = false;
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}
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public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!Gd.Capabilities.SupportsIndirectParameters)
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{
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throw new NotSupportedException();
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}
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if (_program.LinkStatus != ProgramLinkStatus.Success)
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{
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return;
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}
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RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
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BeginRenderPass();
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ResumeTransformFeedbackInternal();
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DrawCount++;
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var buffer = Gd.BufferManager.GetBuffer(CommandBuffer, indirectBuffer.Handle, true).Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
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var countBuffer = Gd.BufferManager.GetBuffer(CommandBuffer, parameterBuffer.Handle, true).Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
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Gd.DrawIndirectCountApi.CmdDrawIndirectCount(
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CommandBuffer,
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buffer,
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(ulong)indirectBuffer.Offset,
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countBuffer,
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(ulong)parameterBuffer.Offset,
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(uint)maxDrawCount,
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(uint)stride);
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}
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public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!Gd.Capabilities.SupportsIndirectParameters)
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{
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throw new NotSupportedException();
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}
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if (_program.LinkStatus != ProgramLinkStatus.Success)
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{
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return;
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}
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RecreatePipelineIfNeeded(PipelineBindPoint.Graphics);
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BeginRenderPass();
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ResumeTransformFeedbackInternal();
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DrawCount++;
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var buffer = Gd.BufferManager.GetBuffer(CommandBuffer, indirectBuffer.Handle, true).Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
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var countBuffer = Gd.BufferManager.GetBuffer(CommandBuffer, parameterBuffer.Handle, true).Get(Cbs, parameterBuffer.Offset, parameterBuffer.Size).Value;
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Gd.DrawIndirectCountApi.CmdDrawIndexedIndirectCount(
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CommandBuffer,
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buffer,
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(ulong)indirectBuffer.Offset,
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countBuffer,
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(ulong)parameterBuffer.Offset,
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(uint)maxDrawCount,
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(uint)stride);
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}
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public void SetAlphaTest(bool enable, float reference, GAL.CompareOp op)
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{
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// This is currently handled using shader specialization, as Vulkan does not support alpha test.
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// In the future, we may want to use this to write the reference value into the support buffer,
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// to avoid creating one version of the shader per reference value used.
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}
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public void SetBlendState(int index, BlendDescriptor blend)
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{
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ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[index];
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vkBlend.BlendEnable = blend.Enable;
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vkBlend.SrcColorBlendFactor = blend.ColorSrcFactor.Convert();
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vkBlend.DstColorBlendFactor = blend.ColorDstFactor.Convert();
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vkBlend.ColorBlendOp = blend.ColorOp.Convert();
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vkBlend.SrcAlphaBlendFactor = blend.AlphaSrcFactor.Convert();
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vkBlend.DstAlphaBlendFactor = blend.AlphaDstFactor.Convert();
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vkBlend.AlphaBlendOp = blend.AlphaOp.Convert();
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_newState.BlendConstantR = blend.BlendConstant.Red;
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_newState.BlendConstantG = blend.BlendConstant.Green;
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_newState.BlendConstantB = blend.BlendConstant.Blue;
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_newState.BlendConstantA = blend.BlendConstant.Alpha;
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SignalStateChange();
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
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_dynamicState.SetDepthBias(factor, units, clamp);
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_newState.DepthBiasEnable = enables != 0;
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SignalStateChange();
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}
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public void SetDepthClamp(bool clamp)
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{
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_newState.DepthClampEnable = clamp;
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SignalStateChange();
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}
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public void SetDepthMode(DepthMode mode)
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{
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// Currently this is emulated on the shader, because Vulkan had no support for changing the depth mode.
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// In the future, we may want to use the VK_EXT_depth_clip_control extension to change it here.
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}
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
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_newState.DepthTestEnable = depthTest.TestEnable;
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_newState.DepthWriteEnable = depthTest.WriteEnable;
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_newState.DepthCompareOp = depthTest.Func.Convert();
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SignalStateChange();
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}
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public void SetFaceCulling(bool enable, Face face)
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{
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_newState.CullMode = enable ? face.Convert() : CullModeFlags.CullModeNone;
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SignalStateChange();
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}
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public void SetFrontFace(GAL.FrontFace frontFace)
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{
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_newState.FrontFace = frontFace.Convert();
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SignalStateChange();
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}
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public void SetImage(int binding, ITexture image, GAL.Format imageFormat)
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{
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_descriptorSetUpdater.SetImage(binding, image, imageFormat);
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}
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public void SetIndexBuffer(BufferRange buffer, GAL.IndexType type)
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{
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_indexBuffer.Dispose();
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if (buffer.Handle != BufferHandle.Null)
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{
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Auto<DisposableBuffer> ib = null;
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int offset = buffer.Offset;
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int size = buffer.Size;
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if (type == GAL.IndexType.UByte && !Gd.Capabilities.SupportsIndexTypeUint8)
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{
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ib = Gd.BufferManager.GetBufferI8ToI16(Cbs, buffer.Handle, offset, size);
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offset = 0;
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size *= 2;
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type = GAL.IndexType.UShort;
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}
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else
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{
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ib = Gd.BufferManager.GetBuffer(CommandBuffer, buffer.Handle, false);
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}
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_indexBuffer = new BufferState(ib, offset, size, type.Convert());
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}
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else
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{
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_indexBuffer = BufferState.Null;
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}
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_indexBuffer.BindIndexBuffer(Gd.Api, Cbs);
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}
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public void SetLineParameters(float width, bool smooth)
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{
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_newState.LineWidth = width;
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SignalStateChange();
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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{
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_newState.LogicOpEnable = enable;
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_newState.LogicOp = op.Convert();
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SignalStateChange();
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}
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public void SetMultisampleState(MultisampleDescriptor multisample)
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{
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_newState.AlphaToCoverageEnable = multisample.AlphaToCoverageEnable;
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_newState.AlphaToOneEnable = multisample.AlphaToOneEnable;
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SignalStateChange();
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}
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public void SetOrigin(Origin origin)
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{
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// TODO.
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}
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public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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{
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_newState.PatchControlPoints = (uint)vertices;
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SignalStateChange();
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// TODO: Default levels (likely needs emulation on shaders?)
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}
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|
|
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
|
|
{
|
|
// TODO.
|
|
}
|
|
|
|
public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
|
|
{
|
|
// TODO.
|
|
}
|
|
|
|
public void SetPrimitiveRestart(bool enable, int index)
|
|
{
|
|
_newState.PrimitiveRestartEnable = enable;
|
|
// TODO: What to do about the index?
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetPrimitiveTopology(GAL.PrimitiveTopology topology)
|
|
{
|
|
_topology = topology;
|
|
|
|
var vkTopology = topology.Convert();
|
|
|
|
_newState.Topology = vkTopology;
|
|
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetProgram(IProgram program)
|
|
{
|
|
var internalProgram = (ShaderCollection)program;
|
|
var stages = internalProgram.GetInfos();
|
|
|
|
_program = internalProgram;
|
|
|
|
_descriptorSetUpdater.SetProgram(internalProgram);
|
|
|
|
_newState.PipelineLayout = internalProgram.PipelineLayout;
|
|
_newState.StagesCount = (uint)stages.Length;
|
|
|
|
stages.CopyTo(_newState.Stages.AsSpan().Slice(0, stages.Length));
|
|
|
|
SignalStateChange();
|
|
}
|
|
|
|
protected virtual void SignalAttachmentChange()
|
|
{
|
|
}
|
|
|
|
public void SetRasterizerDiscard(bool discard)
|
|
{
|
|
_newState.RasterizerDiscardEnable = discard;
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
|
|
{
|
|
int count = Math.Min(Constants.MaxRenderTargets, componentMask.Length);
|
|
int writtenAttachments = 0;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
ref var vkBlend = ref _newState.Internal.ColorBlendAttachmentState[i];
|
|
|
|
vkBlend.ColorWriteMask = (ColorComponentFlags)componentMask[i];
|
|
|
|
if (componentMask[i] != 0)
|
|
{
|
|
writtenAttachments++;
|
|
}
|
|
}
|
|
|
|
SignalStateChange();
|
|
|
|
if (writtenAttachments != _writtenAttachmentCount)
|
|
{
|
|
SignalAttachmentChange();
|
|
_writtenAttachmentCount = writtenAttachments;
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
|
|
{
|
|
FramebufferParams?.UpdateModifications();
|
|
CreateFramebuffer(colors, depthStencil);
|
|
CreateRenderPass();
|
|
SignalStateChange();
|
|
SignalAttachmentChange();
|
|
}
|
|
|
|
public void SetRenderTargetScale(float scale)
|
|
{
|
|
_renderScale[0].X = scale;
|
|
SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
|
|
}
|
|
|
|
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
|
|
{
|
|
int maxScissors = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
|
|
int count = Math.Min(maxScissors, regions.Length);
|
|
if (count > 0)
|
|
{
|
|
ClearScissor = regions[0];
|
|
}
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var region = regions[i];
|
|
var offset = new Offset2D(region.X, region.Y);
|
|
var extent = new Extent2D((uint)region.Width, (uint)region.Height);
|
|
|
|
_dynamicState.SetScissor(i, new Rect2D(offset, extent));
|
|
}
|
|
|
|
_dynamicState.ScissorsCount = count;
|
|
|
|
_newState.ScissorsCount = (uint)count;
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
|
{
|
|
_dynamicState.SetStencilMasks(
|
|
(uint)stencilTest.BackFuncMask,
|
|
(uint)stencilTest.BackMask,
|
|
(uint)stencilTest.BackFuncRef,
|
|
(uint)stencilTest.FrontFuncMask,
|
|
(uint)stencilTest.FrontMask,
|
|
(uint)stencilTest.FrontFuncRef);
|
|
|
|
_newState.StencilTestEnable = stencilTest.TestEnable;
|
|
_newState.StencilBackFailOp = stencilTest.BackSFail.Convert();
|
|
_newState.StencilBackPassOp = stencilTest.BackDpPass.Convert();
|
|
_newState.StencilBackDepthFailOp = stencilTest.BackDpFail.Convert();
|
|
_newState.StencilBackCompareOp = stencilTest.BackFunc.Convert();
|
|
_newState.StencilFrontFailOp = stencilTest.FrontSFail.Convert();
|
|
_newState.StencilFrontPassOp = stencilTest.FrontDpPass.Convert();
|
|
_newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
|
|
_newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
|
|
{
|
|
_descriptorSetUpdater.SetStorageBuffers(CommandBuffer, first, buffers);
|
|
}
|
|
|
|
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
|
|
{
|
|
_descriptorSetUpdater.SetTextureAndSampler(Cbs, stage, binding, texture, sampler);
|
|
}
|
|
|
|
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
|
|
{
|
|
PauseTransformFeedbackInternal();
|
|
|
|
int count = Math.Min(Constants.MaxTransformFeedbackBuffers, buffers.Length);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var range = buffers[i];
|
|
|
|
_transformFeedbackBuffers[i].Dispose();
|
|
|
|
if (range.Handle != BufferHandle.Null)
|
|
{
|
|
_transformFeedbackBuffers[i] = new BufferState(Gd.BufferManager.GetBuffer(CommandBuffer, range.Handle, true), range.Offset, range.Size);
|
|
_transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
|
|
}
|
|
else
|
|
{
|
|
_transformFeedbackBuffers[i] = BufferState.Null;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
|
|
{
|
|
_descriptorSetUpdater.SetUniformBuffers(CommandBuffer, first, buffers);
|
|
}
|
|
|
|
public void SetUserClipDistance(int index, bool enableClip)
|
|
{
|
|
// TODO.
|
|
}
|
|
|
|
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
|
{
|
|
var formatCapabilities = Gd.FormatCapabilities;
|
|
|
|
int count = Math.Min(Constants.MaxVertexAttributes, vertexAttribs.Length);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var attribute = vertexAttribs[i];
|
|
var bufferIndex = attribute.IsZero ? 0 : attribute.BufferIndex + 1;
|
|
|
|
_newState.Internal.VertexAttributeDescriptions[i] = new VertexInputAttributeDescription(
|
|
(uint)i,
|
|
(uint)bufferIndex,
|
|
formatCapabilities.ConvertToVertexVkFormat(attribute.Format),
|
|
(uint)attribute.Offset);
|
|
}
|
|
|
|
_newState.VertexAttributeDescriptionsCount = (uint)count;
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
|
{
|
|
int count = Math.Min(Constants.MaxVertexBuffers, vertexBuffers.Length);
|
|
|
|
_newState.Internal.VertexBindingDescriptions[0] = new VertexInputBindingDescription(0, 0, VertexInputRate.Vertex);
|
|
|
|
int validCount = 1;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var vertexBuffer = vertexBuffers[i];
|
|
|
|
// TODO: Support divisor > 1
|
|
var inputRate = vertexBuffer.Divisor != 0 ? VertexInputRate.Instance : VertexInputRate.Vertex;
|
|
|
|
if (vertexBuffer.Buffer.Handle != BufferHandle.Null)
|
|
{
|
|
var vb = Gd.BufferManager.GetBuffer(CommandBuffer, vertexBuffer.Buffer.Handle, false);
|
|
if (vb != null)
|
|
{
|
|
int binding = i + 1;
|
|
int descriptorIndex = validCount++;
|
|
|
|
_newState.Internal.VertexBindingDescriptions[descriptorIndex] = new VertexInputBindingDescription(
|
|
(uint)binding,
|
|
(uint)vertexBuffer.Stride,
|
|
inputRate);
|
|
|
|
int vbSize = vertexBuffer.Buffer.Size;
|
|
|
|
if (Gd.Vendor == Vendor.Amd && vertexBuffer.Stride > 0)
|
|
{
|
|
// AMD has a bug where if offset + stride * count is greater than
|
|
// the size, then the last attribute will have the wrong value.
|
|
// As a workaround, simply use the full buffer size.
|
|
int remainder = vbSize % vertexBuffer.Stride;
|
|
if (remainder != 0)
|
|
{
|
|
vbSize += vertexBuffer.Stride - remainder;
|
|
}
|
|
}
|
|
|
|
_vertexBuffers[binding].Dispose();
|
|
_vertexBuffers[binding] = new BufferState(
|
|
vb,
|
|
vertexBuffer.Buffer.Offset,
|
|
vbSize,
|
|
(ulong)vertexBuffer.Stride);
|
|
|
|
_vertexBuffers[binding].BindVertexBuffer(Gd, Cbs, (uint)binding);
|
|
}
|
|
}
|
|
}
|
|
|
|
_newState.VertexBindingDescriptionsCount = (uint)validCount;
|
|
SignalStateChange();
|
|
}
|
|
|
|
public void SetViewports(ReadOnlySpan<GAL.Viewport> viewports, bool disableTransform)
|
|
{
|
|
int maxViewports = Gd.Capabilities.SupportsMultiView ? Constants.MaxViewports : 1;
|
|
int count = Math.Min(maxViewports, viewports.Length);
|
|
|
|
static float Clamp(float value)
|
|
{
|
|
return Math.Clamp(value, 0f, 1f);
|
|
}
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
var viewport = viewports[i];
|
|
|
|
_dynamicState.SetViewport(i, new Silk.NET.Vulkan.Viewport(
|
|
viewport.Region.X,
|
|
viewport.Region.Y,
|
|
viewport.Region.Width == 0f ? 1f : viewport.Region.Width,
|
|
viewport.Region.Height == 0f ? 1f : viewport.Region.Height,
|
|
Clamp(viewport.DepthNear),
|
|
Clamp(viewport.DepthFar)));
|
|
}
|
|
|
|
_dynamicState.ViewportsCount = count;
|
|
|
|
float disableTransformF = disableTransform ? 1.0f : 0.0f;
|
|
if (SupportBufferUpdater.Data.ViewportInverse.W != disableTransformF || disableTransform)
|
|
{
|
|
float scale = _renderScale[0].X;
|
|
SupportBufferUpdater.UpdateViewportInverse(new Vector4<float>
|
|
{
|
|
X = scale * 2f / viewports[0].Region.Width,
|
|
Y = scale * 2f / viewports[0].Region.Height,
|
|
Z = 1,
|
|
W = disableTransformF
|
|
});
|
|
}
|
|
|
|
_newState.ViewportsCount = (uint)count;
|
|
SignalStateChange();
|
|
}
|
|
|
|
public unsafe void TextureBarrier()
|
|
{
|
|
MemoryBarrier memoryBarrier = new MemoryBarrier()
|
|
{
|
|
SType = StructureType.MemoryBarrier,
|
|
SrcAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit,
|
|
DstAccessMask = AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit
|
|
};
|
|
|
|
Gd.Api.CmdPipelineBarrier(
|
|
CommandBuffer,
|
|
PipelineStageFlags.PipelineStageFragmentShaderBit,
|
|
PipelineStageFlags.PipelineStageFragmentShaderBit,
|
|
0,
|
|
1,
|
|
memoryBarrier,
|
|
0,
|
|
null,
|
|
0,
|
|
null);
|
|
}
|
|
|
|
public void TextureBarrierTiled()
|
|
{
|
|
TextureBarrier();
|
|
}
|
|
|
|
public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
|
|
{
|
|
bool changed = false;
|
|
|
|
for (int index = 0; index < totalCount; index++)
|
|
{
|
|
if (_renderScale[1 + index].X != scales[index])
|
|
{
|
|
_renderScale[1 + index].X = scales[index];
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
// Only update fragment count if there are scales after it for the vertex stage.
|
|
if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
|
|
{
|
|
_fragmentScaleCount = fragmentCount;
|
|
SupportBufferUpdater.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
|
|
}
|
|
|
|
if (changed)
|
|
{
|
|
SupportBufferUpdater.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
|
|
}
|
|
}
|
|
|
|
protected void SignalCommandBufferChange()
|
|
{
|
|
_needsIndexBufferRebind = true;
|
|
_needsTransformFeedbackBuffersRebind = true;
|
|
_needsVertexBuffersRebind = true;
|
|
|
|
_descriptorSetUpdater.SignalCommandBufferChange();
|
|
_dynamicState.ForceAllDirty();
|
|
_currentPipelineHandle = 0;
|
|
}
|
|
|
|
private void CreateFramebuffer(ITexture[] colors, ITexture depthStencil)
|
|
{
|
|
FramebufferParams = new FramebufferParams(Device, colors, depthStencil);
|
|
UpdatePipelineAttachmentFormats();
|
|
_newState.SamplesCount = FramebufferParams.AttachmentSamples.Length != 0 ? FramebufferParams.AttachmentSamples[0] : 1;
|
|
}
|
|
|
|
protected void UpdatePipelineAttachmentFormats()
|
|
{
|
|
var dstAttachmentFormats = _newState.Internal.AttachmentFormats.AsSpan();
|
|
FramebufferParams.AttachmentFormats.CopyTo(dstAttachmentFormats);
|
|
|
|
int maxAttachmentIndex = FramebufferParams.MaxColorAttachmentIndex + (FramebufferParams.HasDepthStencil ? 1 : 0);
|
|
for (int i = FramebufferParams.AttachmentFormats.Length; i <= maxAttachmentIndex; i++)
|
|
{
|
|
dstAttachmentFormats[i] = 0;
|
|
}
|
|
|
|
_newState.ColorBlendAttachmentStateCount = (uint)(FramebufferParams.MaxColorAttachmentIndex + 1);
|
|
_newState.HasDepthStencil = FramebufferParams.HasDepthStencil;
|
|
}
|
|
|
|
protected unsafe void CreateRenderPass()
|
|
{
|
|
const int MaxAttachments = Constants.MaxRenderTargets + 1;
|
|
|
|
AttachmentDescription[] attachmentDescs = null;
|
|
|
|
var subpass = new SubpassDescription()
|
|
{
|
|
PipelineBindPoint = PipelineBindPoint.Graphics
|
|
};
|
|
|
|
AttachmentReference* attachmentReferences = stackalloc AttachmentReference[MaxAttachments];
|
|
|
|
var hasFramebuffer = FramebufferParams != null;
|
|
|
|
if (hasFramebuffer && FramebufferParams.AttachmentsCount != 0)
|
|
{
|
|
attachmentDescs = new AttachmentDescription[FramebufferParams.AttachmentsCount];
|
|
|
|
for (int i = 0; i < FramebufferParams.AttachmentsCount; i++)
|
|
{
|
|
int bindIndex = FramebufferParams.AttachmentIndices[i];
|
|
|
|
attachmentDescs[i] = new AttachmentDescription(
|
|
0,
|
|
FramebufferParams.AttachmentFormats[i],
|
|
TextureStorage.ConvertToSampleCountFlags(FramebufferParams.AttachmentSamples[i]),
|
|
AttachmentLoadOp.Load,
|
|
AttachmentStoreOp.Store,
|
|
AttachmentLoadOp.Load,
|
|
AttachmentStoreOp.Store,
|
|
ImageLayout.General,
|
|
ImageLayout.General);
|
|
}
|
|
|
|
int colorAttachmentsCount = FramebufferParams.ColorAttachmentsCount;
|
|
|
|
if (colorAttachmentsCount > MaxAttachments - 1)
|
|
{
|
|
colorAttachmentsCount = MaxAttachments - 1;
|
|
}
|
|
|
|
if (colorAttachmentsCount != 0)
|
|
{
|
|
int maxAttachmentIndex = FramebufferParams.MaxColorAttachmentIndex;
|
|
subpass.ColorAttachmentCount = (uint)maxAttachmentIndex + 1;
|
|
subpass.PColorAttachments = &attachmentReferences[0];
|
|
|
|
// Fill with VK_ATTACHMENT_UNUSED to cover any gaps.
|
|
for (int i = 0; i <= maxAttachmentIndex; i++)
|
|
{
|
|
subpass.PColorAttachments[i] = new AttachmentReference(Vk.AttachmentUnused, ImageLayout.Undefined);
|
|
}
|
|
|
|
for (int i = 0; i < colorAttachmentsCount; i++)
|
|
{
|
|
int bindIndex = FramebufferParams.AttachmentIndices[i];
|
|
|
|
subpass.PColorAttachments[bindIndex] = new AttachmentReference((uint)i, ImageLayout.General);
|
|
}
|
|
}
|
|
|
|
if (FramebufferParams.HasDepthStencil)
|
|
{
|
|
uint dsIndex = (uint)FramebufferParams.AttachmentsCount - 1;
|
|
|
|
subpass.PDepthStencilAttachment = &attachmentReferences[MaxAttachments - 1];
|
|
*subpass.PDepthStencilAttachment = new AttachmentReference(dsIndex, ImageLayout.General);
|
|
}
|
|
}
|
|
|
|
var subpassDependency = new SubpassDependency(
|
|
0,
|
|
0,
|
|
PipelineStageFlags.PipelineStageAllGraphicsBit,
|
|
PipelineStageFlags.PipelineStageAllGraphicsBit,
|
|
AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit | AccessFlags.AccessColorAttachmentWriteBit,
|
|
AccessFlags.AccessMemoryReadBit | AccessFlags.AccessMemoryWriteBit | AccessFlags.AccessShaderReadBit,
|
|
0);
|
|
|
|
fixed (AttachmentDescription* pAttachmentDescs = attachmentDescs)
|
|
{
|
|
var renderPassCreateInfo = new RenderPassCreateInfo()
|
|
{
|
|
SType = StructureType.RenderPassCreateInfo,
|
|
PAttachments = pAttachmentDescs,
|
|
AttachmentCount = attachmentDescs != null ? (uint)attachmentDescs.Length : 0,
|
|
PSubpasses = &subpass,
|
|
SubpassCount = 1,
|
|
PDependencies = &subpassDependency,
|
|
DependencyCount = 1
|
|
};
|
|
|
|
Gd.Api.CreateRenderPass(Device, renderPassCreateInfo, null, out var renderPass).ThrowOnError();
|
|
|
|
_renderPass?.Dispose();
|
|
_renderPass = new Auto<DisposableRenderPass>(new DisposableRenderPass(Gd.Api, Device, renderPass));
|
|
}
|
|
|
|
EndRenderPass();
|
|
|
|
_framebuffer?.Dispose();
|
|
_framebuffer = hasFramebuffer ? FramebufferParams.Create(Gd.Api, Cbs, _renderPass) : null;
|
|
}
|
|
|
|
protected void SignalStateChange()
|
|
{
|
|
_stateDirty = true;
|
|
}
|
|
|
|
private void RecreatePipelineIfNeeded(PipelineBindPoint pbp)
|
|
{
|
|
_dynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
|
|
|
|
// Commit changes to the support buffer before drawing.
|
|
SupportBufferUpdater.Commit();
|
|
|
|
if (_stateDirty || Pbp != pbp)
|
|
{
|
|
CreatePipeline(pbp);
|
|
_stateDirty = false;
|
|
Pbp = pbp;
|
|
}
|
|
|
|
if (_needsIndexBufferRebind)
|
|
{
|
|
_indexBuffer.BindIndexBuffer(Gd.Api, Cbs);
|
|
_needsIndexBufferRebind = false;
|
|
}
|
|
|
|
if (_needsTransformFeedbackBuffersRebind)
|
|
{
|
|
PauseTransformFeedbackInternal();
|
|
|
|
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
|
|
{
|
|
_transformFeedbackBuffers[i].BindTransformFeedbackBuffer(Gd, Cbs, (uint)i);
|
|
}
|
|
|
|
_needsTransformFeedbackBuffersRebind = false;
|
|
}
|
|
|
|
if (_needsVertexBuffersRebind)
|
|
{
|
|
for (int i = 0; i < Constants.MaxVertexBuffers + 1; i++)
|
|
{
|
|
_vertexBuffers[i].BindVertexBuffer(Gd, Cbs, (uint)i);
|
|
}
|
|
|
|
_needsVertexBuffersRebind = false;
|
|
}
|
|
|
|
_descriptorSetUpdater.UpdateAndBindDescriptorSets(Cbs, pbp);
|
|
}
|
|
|
|
private void CreatePipeline(PipelineBindPoint pbp)
|
|
{
|
|
// We can only create a pipeline if the have the shader stages set.
|
|
if (_newState.Stages != null)
|
|
{
|
|
if (pbp == PipelineBindPoint.Graphics && _renderPass == null)
|
|
{
|
|
CreateRenderPass();
|
|
}
|
|
|
|
var pipeline = pbp == PipelineBindPoint.Compute
|
|
? _newState.CreateComputePipeline(Gd, Device, _program, PipelineCache)
|
|
: _newState.CreateGraphicsPipeline(Gd, Device, _program, PipelineCache, _renderPass.Get(Cbs).Value);
|
|
|
|
ulong pipelineHandle = pipeline.GetUnsafe().Value.Handle;
|
|
|
|
if (_currentPipelineHandle != pipelineHandle)
|
|
{
|
|
_currentPipelineHandle = pipelineHandle;
|
|
Pipeline = pipeline;
|
|
|
|
PauseTransformFeedbackInternal();
|
|
Gd.Api.CmdBindPipeline(CommandBuffer, pbp, Pipeline.Get(Cbs).Value);
|
|
}
|
|
}
|
|
}
|
|
|
|
private unsafe void BeginRenderPass()
|
|
{
|
|
if (!_renderPassActive)
|
|
{
|
|
var renderArea = new Rect2D(null, new Extent2D(FramebufferParams.Width, FramebufferParams.Height));
|
|
var clearValue = new ClearValue();
|
|
|
|
var renderPassBeginInfo = new RenderPassBeginInfo()
|
|
{
|
|
SType = StructureType.RenderPassBeginInfo,
|
|
RenderPass = _renderPass.Get(Cbs).Value,
|
|
Framebuffer = _framebuffer.Get(Cbs).Value,
|
|
RenderArea = renderArea,
|
|
PClearValues = &clearValue,
|
|
ClearValueCount = 1
|
|
};
|
|
|
|
Gd.Api.CmdBeginRenderPass(CommandBuffer, renderPassBeginInfo, SubpassContents.Inline);
|
|
_renderPassActive = true;
|
|
}
|
|
}
|
|
|
|
public void EndRenderPass()
|
|
{
|
|
if (_renderPassActive)
|
|
{
|
|
PauseTransformFeedbackInternal();
|
|
Gd.Api.CmdEndRenderPass(CommandBuffer);
|
|
SignalRenderPassEnd();
|
|
_renderPassActive = false;
|
|
}
|
|
}
|
|
|
|
protected virtual void SignalRenderPassEnd()
|
|
{
|
|
}
|
|
|
|
private void PauseTransformFeedbackInternal()
|
|
{
|
|
if (_tfEnabled && _tfActive)
|
|
{
|
|
EndTransformFeedbackInternal();
|
|
_tfActive = false;
|
|
}
|
|
}
|
|
|
|
private void ResumeTransformFeedbackInternal()
|
|
{
|
|
if (_tfEnabled && !_tfActive)
|
|
{
|
|
BeginTransformFeedbackInternal();
|
|
_tfActive = true;
|
|
}
|
|
}
|
|
|
|
private unsafe void BeginTransformFeedbackInternal()
|
|
{
|
|
Gd.TransformFeedbackApi.CmdBeginTransformFeedback(CommandBuffer, 0, 0, null, null);
|
|
}
|
|
|
|
private unsafe void EndTransformFeedbackInternal()
|
|
{
|
|
Gd.TransformFeedbackApi.CmdEndTransformFeedback(CommandBuffer, 0, 0, null, null);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
_renderPass?.Dispose();
|
|
_framebuffer?.Dispose();
|
|
_indexBuffer.Dispose();
|
|
_newState.Dispose();
|
|
_descriptorSetUpdater.Dispose();
|
|
|
|
for (int i = 0; i < _vertexBuffers.Length; i++)
|
|
{
|
|
_vertexBuffers[i].Dispose();
|
|
}
|
|
|
|
for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
|
|
{
|
|
_transformFeedbackBuffers[i].Dispose();
|
|
}
|
|
|
|
Pipeline?.Dispose();
|
|
|
|
unsafe
|
|
{
|
|
Gd.Api.DestroyPipelineCache(Device, PipelineCache, null);
|
|
}
|
|
|
|
SupportBufferUpdater.Dispose();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
}
|
|
}
|