mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-23 11:31:21 -08:00
f82309fa2d
* Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve * FramebufferParams is no longer required there * Implement Specialization Constants and merge CopyMS Shaders (#15) * Vulkan: Initial Specialization Constants * Replace with specialized helper shader * Reimplement everything Fix nonexistant interaction with Ryu pipeline caching Decouple specialization info from data and relocate them Generalize mapping and add type enum to better match spv types Use local fixed scopes instead of global unmanaged allocs * Fix misses in initial implementation Use correct info variable in Create2DLayerView Add ShaderStorageImageMultisample to required feature set * Use texture for source image * No point in using ReadOnlyMemory * Apply formatting feedback Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Apply formatting suggestions on shader source Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Support conversion with samples count that does not match the requested count, other minor changes Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
695 lines
25 KiB
C#
695 lines
25 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Ryujinx.Graphics.Vulkan.Shaders;
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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 VkFormat = Silk.NET.Vulkan.Format;
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namespace Ryujinx.Graphics.Vulkan
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{
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class HelperShader : IDisposable
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{
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private readonly PipelineHelperShader _pipeline;
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlit;
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private readonly IProgram _programColorBlitClearAlpha;
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private readonly IProgram _programColorClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programColorCopyBetweenMsNonMs;
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public HelperShader(VulkanRenderer gd, Device device)
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{
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_pipeline = new PipelineHelperShader(gd, device);
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_pipeline.Initialize();
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_samplerLinear = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_samplerNearest = gd.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
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var vertexBindings = new ShaderBindings(
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new[] { 1 },
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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var fragmentBindings = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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new[] { 0 },
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Array.Empty<int>());
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_programColorBlit = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, vertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitFragmentShaderSource, fragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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_programColorBlitClearAlpha = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorBlitVertexShaderSource, vertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorBlitClearAlphaFragmentShaderSource, fragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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var fragmentBindings2 = new ShaderBindings(
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>(),
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Array.Empty<int>());
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_programColorClear = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorClearVertexShaderSource, vertexBindings, ShaderStage.Vertex, TargetLanguage.Spirv),
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new ShaderSource(ShaderBinaries.ColorClearFragmentShaderSource, fragmentBindings2, ShaderStage.Fragment, TargetLanguage.Spirv),
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});
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var strideChangeBindings = new ShaderBindings(
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new[] { 0 },
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new[] { 1, 2 },
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Array.Empty<int>(),
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Array.Empty<int>());
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_programStrideChange = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ChangeBufferStrideShaderSource, strideChangeBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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});
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var colorCopyMSBindings = new ShaderBindings(
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new[] { 0 },
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Array.Empty<int>(),
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new[] { 0 },
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new[] { 0 });
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_programColorCopyBetweenMsNonMs = gd.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(ShaderBinaries.ColorCopyBetweenMsNonMs, colorCopyMSBindings, ShaderStage.Compute, TargetLanguage.Spirv),
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}, new[]
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{
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new SpecDescription((0, SpecConstType.Int32))
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});
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}
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public void Blit(
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VulkanRenderer gd,
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TextureView src,
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Auto<DisposableImageView> dst,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter,
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bool clearAlpha = false)
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{
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gd.FlushAllCommands();
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using var cbs = gd.CommandBufferPool.Rent();
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Blit(gd, cbs, src, dst, dstWidth, dstHeight, dstFormat, srcRegion, dstRegion, linearFilter, clearAlpha);
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}
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public void Blit(
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VulkanRenderer gd,
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CommandBufferScoped cbs,
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TextureView src,
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Auto<DisposableImageView> dst,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter,
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bool clearAlpha = false)
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{
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_pipeline.SetCommandBuffer(cbs);
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const int RegionBufferSize = 16;
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var sampler = linearFilter ? _samplerLinear : _samplerNearest;
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = (float)srcRegion.X1 / src.Width;
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region[1] = (float)srcRegion.X2 / src.Width;
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region[2] = (float)srcRegion.Y1 / src.Height;
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region[3] = (float)srcRegion.Y2 / src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize, false);
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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_pipeline.SetUniformBuffers(1, stackalloc[] { new BufferRange(bufferHandle, 0, RegionBufferSize) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new GAL.Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetProgram(clearAlpha ? _programColorBlitClearAlpha : _programColorBlit);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
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_pipeline.SetRenderTargetColorMasks(new uint[] { 0xf });
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_pipeline.SetScissors(scissors);
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if (clearAlpha)
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{
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_pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
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}
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish(gd, cbs);
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gd.BufferManager.Delete(bufferHandle);
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}
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public void Clear(
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VulkanRenderer gd,
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Auto<DisposableImageView> dst,
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ReadOnlySpan<float> clearColor,
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uint componentMask,
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int dstWidth,
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int dstHeight,
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VkFormat dstFormat,
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Rectangle<int> scissor)
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{
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const int ClearColorBufferSize = 16;
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gd.FlushAllCommands();
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using var cbs = gd.CommandBufferPool.Rent();
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_pipeline.SetCommandBuffer(cbs);
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ClearColorBufferSize, false);
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gd.BufferManager.SetData<float>(bufferHandle, 0, clearColor);
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_pipeline.SetUniformBuffers(1, stackalloc[] { new BufferRange(bufferHandle, 0, ClearColorBufferSize) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, dstWidth, dstHeight),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = scissor;
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_pipeline.SetProgram(_programColorClear);
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_pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight, false, dstFormat);
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_pipeline.SetRenderTargetColorMasks(new uint[] { componentMask });
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetScissors(scissors);
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_pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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gd.BufferManager.Delete(bufferHandle);
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}
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public void DrawTexture(
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VulkanRenderer gd,
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PipelineBase pipeline,
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TextureView src,
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ISampler srcSampler,
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Extents2DF srcRegion,
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Extents2DF dstRegion)
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{
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const int RegionBufferSize = 16;
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pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / src.Width;
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region[1] = srcRegion.X2 / src.Width;
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region[2] = srcRegion.Y1 / src.Height;
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region[3] = srcRegion.Y2 / src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, RegionBufferSize, false);
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gd.BufferManager.SetData<float>(bufferHandle, 0, region);
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pipeline.SetUniformBuffers(1, stackalloc[] { new BufferRange(bufferHandle, 0, RegionBufferSize) });
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new GAL.Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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pipeline.SetProgram(_programColorBlit);
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pipeline.SetViewports(viewports, false);
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pipeline.SetPrimitiveTopology(GAL.PrimitiveTopology.TriangleStrip);
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pipeline.Draw(4, 1, 0, 0);
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gd.BufferManager.Delete(bufferHandle);
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}
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public unsafe void ConvertI8ToI16(VulkanRenderer gd, CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size)
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{
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ChangeStride(gd, cbs, src, dst, srcOffset, size, 1, 2);
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}
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public unsafe void ChangeStride(VulkanRenderer gd, CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size, int stride, int newStride)
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{
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bool supportsUint8 = gd.Capabilities.SupportsShaderInt8;
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int elems = size / stride;
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int newSize = elems * newStride;
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var srcBufferAuto = src.GetBuffer();
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var dstBufferAuto = dst.GetBuffer();
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var srcBuffer = srcBufferAuto.Get(cbs, srcOffset, size).Value;
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var dstBuffer = dstBufferAuto.Get(cbs, 0, newSize).Value;
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var access = supportsUint8 ? AccessFlags.AccessShaderWriteBit : AccessFlags.AccessTransferWriteBit;
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var stage = supportsUint8 ? PipelineStageFlags.PipelineStageComputeShaderBit : PipelineStageFlags.PipelineStageTransferBit;
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BufferHolder.InsertBufferBarrier(
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gd,
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cbs.CommandBuffer,
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dstBuffer,
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BufferHolder.DefaultAccessFlags,
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access,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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stage,
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0,
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newSize);
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if (supportsUint8)
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{
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const int ParamsBufferSize = 16;
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Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
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shaderParams[0] = stride;
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shaderParams[1] = newStride;
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shaderParams[2] = size;
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shaderParams[3] = srcOffset;
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var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize, false);
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gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetUniformBuffers(0, stackalloc[] { new BufferRange(bufferHandle, 0, ParamsBufferSize) });
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Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
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sbRanges[0] = srcBufferAuto;
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sbRanges[1] = dstBufferAuto;
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_pipeline.SetStorageBuffers(1, sbRanges);
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_pipeline.SetProgram(_programStrideChange);
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_pipeline.DispatchCompute(1, 1, 1);
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gd.BufferManager.Delete(bufferHandle);
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_pipeline.Finish(gd, cbs);
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}
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else
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{
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gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
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var bufferCopy = new BufferCopy[elems];
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for (ulong i = 0; i < (ulong)elems; i++)
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{
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bufferCopy[i] = new BufferCopy((ulong)srcOffset + i * (ulong)stride, i * (ulong)newStride, (ulong)stride);
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}
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fixed (BufferCopy* pBufferCopy = bufferCopy)
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{
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gd.Api.CmdCopyBuffer(cbs.CommandBuffer, srcBuffer, dstBuffer, (uint)elems, pBufferCopy);
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}
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}
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BufferHolder.InsertBufferBarrier(
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gd,
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cbs.CommandBuffer,
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dstBuffer,
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access,
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BufferHolder.DefaultAccessFlags,
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stage,
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PipelineStageFlags.PipelineStageAllCommandsBit,
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0,
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newSize);
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}
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public unsafe void ConvertIndexBuffer(VulkanRenderer gd,
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CommandBufferScoped cbs,
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BufferHolder src,
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BufferHolder dst,
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IndexBufferPattern pattern,
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int indexSize,
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int srcOffset,
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int indexCount)
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{
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int convertedCount = pattern.GetConvertedCount(indexCount);
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int outputIndexSize = 4;
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// TODO: Do this with a compute shader?
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var srcBuffer = src.GetBuffer().Get(cbs, srcOffset, indexCount * indexSize).Value;
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var dstBuffer = dst.GetBuffer().Get(cbs, 0, convertedCount * outputIndexSize).Value;
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gd.Api.CmdFillBuffer(cbs.CommandBuffer, dstBuffer, 0, Vk.WholeSize, 0);
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var bufferCopy = new List<BufferCopy>();
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int outputOffset = 0;
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// Try to merge copies of adjacent indices to reduce copy count.
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int sequenceStart = 0;
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int sequenceLength = 0;
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foreach (var index in pattern.GetIndexMapping(indexCount))
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{
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if (sequenceLength > 0)
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{
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if (index == sequenceStart + sequenceLength && indexSize == outputIndexSize)
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{
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sequenceLength++;
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continue;
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}
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// Commit the copy so far.
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bufferCopy.Add(new BufferCopy((ulong)(srcOffset + sequenceStart * indexSize), (ulong)outputOffset, (ulong)(indexSize * sequenceLength)));
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outputOffset += outputIndexSize * sequenceLength;
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}
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sequenceStart = index;
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sequenceLength = 1;
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}
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if (sequenceLength > 0)
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{
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// Commit final pending copy.
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bufferCopy.Add(new BufferCopy((ulong)(srcOffset + sequenceStart * indexSize), (ulong)outputOffset, (ulong)(indexSize * sequenceLength)));
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}
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var bufferCopyArray = bufferCopy.ToArray();
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BufferHolder.InsertBufferBarrier(
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gd,
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cbs.CommandBuffer,
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dstBuffer,
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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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0,
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convertedCount * outputIndexSize);
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fixed (BufferCopy* pBufferCopy = bufferCopyArray)
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{
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gd.Api.CmdCopyBuffer(cbs.CommandBuffer, srcBuffer, dstBuffer, (uint)bufferCopyArray.Length, pBufferCopy);
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}
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BufferHolder.InsertBufferBarrier(
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gd,
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cbs.CommandBuffer,
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dstBuffer,
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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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0,
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convertedCount * outputIndexSize);
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}
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public void CopyMSToNonMS(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, int srcLayer, int dstLayer, int depth)
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{
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CopyMS(gd, cbs, src, dst, srcLayer, dstLayer, depth, src.Info.Samples, dst.Info.Width, dst.Info.Height);
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}
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public void CopyNonMSToMS(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, int srcLayer, int dstLayer, int depth)
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{
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CopyMS(gd, cbs, src, dst, srcLayer, dstLayer, depth, dst.Info.Samples, src.Info.Width, src.Info.Height);
|
|
}
|
|
|
|
private void CopyMS(
|
|
VulkanRenderer gd,
|
|
CommandBufferScoped cbs,
|
|
TextureView src,
|
|
TextureView dst,
|
|
int srcLayer,
|
|
int dstLayer,
|
|
int depth,
|
|
int samples,
|
|
int nonMSWidth,
|
|
int nonMSHeight)
|
|
{
|
|
const int ParamsBufferSize = 16;
|
|
|
|
Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
|
|
|
|
// X and Y are the expected texture samples.
|
|
// Z and W are the actual texture samples used.
|
|
// They may differ if the GPU does not support the samples count requested and we had to use a lower amount.
|
|
(shaderParams[0], shaderParams[1]) = GetSampleCountXYLog2(samples);
|
|
(shaderParams[2], shaderParams[3]) = GetSampleCountXYLog2((int)TextureStorage.ConvertToSampleCountFlags((uint)samples));
|
|
|
|
var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize, false);
|
|
|
|
gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
|
|
|
|
TextureView.InsertImageBarrier(
|
|
gd.Api,
|
|
cbs.CommandBuffer,
|
|
src.GetImage().Get(cbs).Value,
|
|
TextureStorage.DefaultAccessMask,
|
|
AccessFlags.AccessShaderReadBit,
|
|
PipelineStageFlags.PipelineStageAllCommandsBit,
|
|
PipelineStageFlags.PipelineStageComputeShaderBit,
|
|
ImageAspectFlags.ImageAspectColorBit,
|
|
src.FirstLayer + srcLayer,
|
|
src.FirstLevel,
|
|
depth,
|
|
1);
|
|
|
|
_pipeline.SetCommandBuffer(cbs);
|
|
|
|
_pipeline.SetProgram(_programColorCopyBetweenMsNonMs);
|
|
|
|
var format = GetFormat(src.Info.BytesPerPixel);
|
|
|
|
int dispatchX = (nonMSWidth + 31) / 32;
|
|
int dispatchY = (nonMSHeight + 31) / 32;
|
|
|
|
// Specialize shader.
|
|
bool srcIsMs = src.Info.Target.IsMultisample();
|
|
int conversionType = srcIsMs ? src.Info.BytesPerPixel : -src.Info.BytesPerPixel;
|
|
_pipeline.Specialize(conversionType);
|
|
|
|
_pipeline.SetUniformBuffers(0, stackalloc[] { new BufferRange(bufferHandle, 0, ParamsBufferSize) });
|
|
|
|
if (src.Info.Target == Target.Texture2DMultisampleArray ||
|
|
dst.Info.Target == Target.Texture2DMultisampleArray)
|
|
{
|
|
for (int z = 0; z < depth; z++)
|
|
{
|
|
var srcView = Create2DLayerView(src, srcLayer + z, format);
|
|
var dstView = Create2DLayerView(dst, dstLayer + z);
|
|
|
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
|
|
_pipeline.SetImage(0, dstView, format);
|
|
|
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
|
|
|
srcView.Release();
|
|
dstView.Release();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var srcView = Create2DLayerView(src, srcLayer, format);
|
|
|
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 0, srcView, null);
|
|
_pipeline.SetImage(0, dst, format);
|
|
|
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
|
|
|
srcView.Release();
|
|
}
|
|
|
|
gd.BufferManager.Delete(bufferHandle);
|
|
|
|
_pipeline.Finish(gd, cbs);
|
|
|
|
TextureView.InsertImageBarrier(
|
|
gd.Api,
|
|
cbs.CommandBuffer,
|
|
dst.GetImage().Get(cbs).Value,
|
|
AccessFlags.AccessShaderWriteBit,
|
|
TextureStorage.DefaultAccessMask,
|
|
PipelineStageFlags.PipelineStageComputeShaderBit,
|
|
PipelineStageFlags.PipelineStageAllCommandsBit,
|
|
ImageAspectFlags.ImageAspectColorBit,
|
|
dst.FirstLayer + dstLayer,
|
|
dst.FirstLevel,
|
|
depth,
|
|
1);
|
|
}
|
|
|
|
private static (int, int) GetSampleCountXYLog2(int samples)
|
|
{
|
|
int samplesInXLog2 = 0;
|
|
int samplesInYLog2 = 0;
|
|
|
|
switch (samples)
|
|
{
|
|
case 2: // 2x1
|
|
samplesInXLog2 = 1;
|
|
break;
|
|
case 4: // 2x2
|
|
samplesInXLog2 = 1;
|
|
samplesInYLog2 = 1;
|
|
break;
|
|
case 8: // 4x2
|
|
samplesInXLog2 = 2;
|
|
samplesInYLog2 = 1;
|
|
break;
|
|
case 16: // 4x4
|
|
samplesInXLog2 = 2;
|
|
samplesInYLog2 = 2;
|
|
break;
|
|
case 32: // 8x4
|
|
samplesInXLog2 = 3;
|
|
samplesInYLog2 = 2;
|
|
break;
|
|
case 64: // 8x8
|
|
samplesInXLog2 = 3;
|
|
samplesInYLog2 = 3;
|
|
break;
|
|
}
|
|
|
|
return (samplesInXLog2, samplesInYLog2);
|
|
}
|
|
|
|
private static ITexture Create2DLayerView(TextureView from, int layer, GAL.Format? format = null)
|
|
{
|
|
var target = from.Info.Target switch
|
|
{
|
|
Target.Texture1DArray => Target.Texture1D,
|
|
Target.Texture2DArray => Target.Texture2D,
|
|
Target.Texture2DMultisampleArray => Target.Texture2DMultisample,
|
|
_ => from.Info.Target
|
|
};
|
|
|
|
var info = new TextureCreateInfo(
|
|
from.Info.Width,
|
|
from.Info.Height,
|
|
from.Info.Depth,
|
|
1,
|
|
from.Info.Samples,
|
|
from.Info.BlockWidth,
|
|
from.Info.BlockHeight,
|
|
from.Info.BytesPerPixel,
|
|
format ?? from.Info.Format,
|
|
from.Info.DepthStencilMode,
|
|
target,
|
|
from.Info.SwizzleR,
|
|
from.Info.SwizzleG,
|
|
from.Info.SwizzleB,
|
|
from.Info.SwizzleA);
|
|
|
|
return from.CreateView(info, layer, 0);
|
|
}
|
|
|
|
private static GAL.Format GetFormat(int bytesPerPixel)
|
|
{
|
|
return bytesPerPixel switch
|
|
{
|
|
1 => GAL.Format.R8Uint,
|
|
2 => GAL.Format.R16Uint,
|
|
4 => GAL.Format.R32Uint,
|
|
8 => GAL.Format.R32G32Uint,
|
|
16 => GAL.Format.R32G32B32A32Uint,
|
|
_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
|
|
};
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
_programColorBlitClearAlpha.Dispose();
|
|
_programColorBlit.Dispose();
|
|
_programColorClear.Dispose();
|
|
_programStrideChange.Dispose();
|
|
_programColorCopyBetweenMsNonMs.Dispose();
|
|
_samplerNearest.Dispose();
|
|
_samplerLinear.Dispose();
|
|
_pipeline.Dispose();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
}
|
|
}
|