mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
407 lines
12 KiB
C#
407 lines
12 KiB
C#
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Ryujinx.Graphics.Vulkan
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{
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class ShaderCollection : IProgram
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{
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private readonly PipelineShaderStageCreateInfo[] _infos;
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private readonly Shader[] _shaders;
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private readonly PipelineLayoutCacheEntry _plce;
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public PipelineLayout PipelineLayout => _plce.PipelineLayout;
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public bool HasMinimalLayout { get; }
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public bool UsePushDescriptors { get; }
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public uint Stages { get; }
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public int[][][] Bindings { get; }
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public ProgramLinkStatus LinkStatus { get; private set; }
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public bool IsLinked
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{
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get
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{
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if (LinkStatus == ProgramLinkStatus.Incomplete)
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{
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CheckProgramLink(true);
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}
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return LinkStatus == ProgramLinkStatus.Success;
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}
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}
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private HashTableSlim<PipelineUid, Auto<DisposablePipeline>> _graphicsPipelineCache;
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private Auto<DisposablePipeline> _computePipeline;
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private VulkanRenderer _gd;
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private Device _device;
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private bool _initialized;
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private bool _isCompute;
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private ProgramPipelineState _state;
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private DisposableRenderPass _dummyRenderPass;
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private Task _compileTask;
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private bool _firstBackgroundUse;
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public ShaderCollection(VulkanRenderer gd, Device device, ShaderSource[] shaders, bool isMinimal = false)
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{
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_gd = gd;
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_device = device;
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gd.Shaders.Add(this);
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var internalShaders = new Shader[shaders.Length];
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_infos = new PipelineShaderStageCreateInfo[shaders.Length];
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LinkStatus = ProgramLinkStatus.Incomplete;
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uint stages = 0;
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for (int i = 0; i < shaders.Length; i++)
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{
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var shader = new Shader(gd.Api, device, shaders[i]);
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stages |= 1u << shader.StageFlags switch
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{
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ShaderStageFlags.ShaderStageFragmentBit => 1,
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ShaderStageFlags.ShaderStageGeometryBit => 2,
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ShaderStageFlags.ShaderStageTessellationControlBit => 3,
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ShaderStageFlags.ShaderStageTessellationEvaluationBit => 4,
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_ => 0
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};
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if (shader.StageFlags == ShaderStageFlags.ShaderStageComputeBit)
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{
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_isCompute = true;
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}
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internalShaders[i] = shader;
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}
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_shaders = internalShaders;
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bool usePd = !isMinimal && VulkanConfiguration.UsePushDescriptors && _gd.Capabilities.SupportsPushDescriptors;
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_plce = isMinimal
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? gd.PipelineLayoutCache.Create(gd, device, shaders)
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: gd.PipelineLayoutCache.GetOrCreate(gd, device, stages, usePd);
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HasMinimalLayout = isMinimal;
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UsePushDescriptors = usePd;
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Stages = stages;
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int[][] GrabAll(Func<ShaderBindings, IReadOnlyCollection<int>> selector)
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{
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bool hasAny = false;
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int[][] bindings = new int[internalShaders.Length][];
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for (int i = 0; i < internalShaders.Length; i++)
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{
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var collection = selector(internalShaders[i].Bindings);
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hasAny |= collection.Count != 0;
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bindings[i] = collection.ToArray();
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}
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return hasAny ? bindings : Array.Empty<int[]>();
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}
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Bindings = new[]
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{
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GrabAll(x => x.UniformBufferBindings),
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GrabAll(x => x.StorageBufferBindings),
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GrabAll(x => x.TextureBindings),
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GrabAll(x => x.ImageBindings)
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};
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_compileTask = Task.CompletedTask;
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_firstBackgroundUse = false;
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}
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public ShaderCollection(
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VulkanRenderer gd,
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Device device,
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ShaderSource[] sources,
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ProgramPipelineState state,
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bool fromCache) : this(gd, device, sources)
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{
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_state = state;
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_compileTask = BackgroundCompilation();
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_firstBackgroundUse = !fromCache;
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}
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private async Task BackgroundCompilation()
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{
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await Task.WhenAll(_shaders.Select(shader => shader.CompileTask));
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if (_shaders.Any(shader => shader.CompileStatus == ProgramLinkStatus.Failure))
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{
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LinkStatus = ProgramLinkStatus.Failure;
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return;
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}
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try
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{
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if (_isCompute)
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{
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CreateBackgroundComputePipeline();
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}
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else
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{
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CreateBackgroundGraphicsPipeline();
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}
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}
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catch (VulkanException e)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Background Compilation failed: {e.Message}");
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LinkStatus = ProgramLinkStatus.Failure;
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}
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}
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private void EnsureShadersReady()
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{
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if (!_initialized)
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{
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CheckProgramLink(true);
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ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
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for (int i = 0; i < _shaders.Length; i++)
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{
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var shader = _shaders[i];
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if (shader.CompileStatus != ProgramLinkStatus.Success)
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{
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resultStatus = ProgramLinkStatus.Failure;
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}
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_infos[i] = shader.GetInfo();
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}
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// If the link status was already set as failure by background compilation, prefer that decision.
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if (LinkStatus != ProgramLinkStatus.Failure)
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{
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LinkStatus = resultStatus;
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}
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_initialized = true;
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}
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}
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public PipelineShaderStageCreateInfo[] GetInfos()
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{
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EnsureShadersReady();
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return _infos;
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}
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protected unsafe DisposableRenderPass CreateDummyRenderPass()
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{
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if (_dummyRenderPass.Value.Handle != 0)
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{
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return _dummyRenderPass;
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}
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return _dummyRenderPass = _state.ToRenderPass(_gd, _device);
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}
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public void CreateBackgroundComputePipeline()
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{
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PipelineState pipeline = new PipelineState();
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pipeline.Initialize();
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pipeline.Stages[0] = _shaders[0].GetInfo();
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pipeline.StagesCount = 1;
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pipeline.PipelineLayout = PipelineLayout;
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pipeline.CreateComputePipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache);
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pipeline.Dispose();
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}
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public void CreateBackgroundGraphicsPipeline()
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{
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// To compile shaders in the background in Vulkan, we need to create valid pipelines using the shader modules.
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// The GPU provides pipeline state via the GAL that can be converted into our internal Vulkan pipeline state.
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// This should match the pipeline state at the time of the first draw. If it doesn't, then it'll likely be
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// close enough that the GPU driver will reuse the compiled shader for the different state.
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// First, we need to create a render pass object compatible with the one that will be used at runtime.
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// The active attachment formats have been provided by the abstraction layer.
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var renderPass = CreateDummyRenderPass();
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PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
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// Copy the shader stage info to the pipeline.
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var stages = pipeline.Stages.ToSpan();
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for (int i = 0; i < _shaders.Length; i++)
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{
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stages[i] = _shaders[i].GetInfo();
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}
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pipeline.StagesCount = (uint)_shaders.Length;
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pipeline.PipelineLayout = PipelineLayout;
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pipeline.CreateGraphicsPipeline(_gd, _device, this, (_gd.Pipeline as PipelineBase).PipelineCache, renderPass.Value);
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pipeline.Dispose();
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}
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public ProgramLinkStatus CheckProgramLink(bool blocking)
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{
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if (LinkStatus == ProgramLinkStatus.Incomplete)
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{
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ProgramLinkStatus resultStatus = ProgramLinkStatus.Success;
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foreach (Shader shader in _shaders)
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{
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if (shader.CompileStatus == ProgramLinkStatus.Incomplete)
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{
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if (blocking)
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{
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// Wait for this shader to finish compiling.
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shader.WaitForCompile();
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if (shader.CompileStatus != ProgramLinkStatus.Success)
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{
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resultStatus = ProgramLinkStatus.Failure;
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}
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}
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else
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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}
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if (!_compileTask.IsCompleted)
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{
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if (blocking)
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{
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_compileTask.Wait();
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if (LinkStatus == ProgramLinkStatus.Failure)
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{
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return ProgramLinkStatus.Failure;
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}
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}
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else
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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return resultStatus;
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}
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return LinkStatus;
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}
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public byte[] GetBinary()
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{
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return null;
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}
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public void AddComputePipeline(Auto<DisposablePipeline> pipeline)
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{
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_computePipeline = pipeline;
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}
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public void RemoveComputePipeline()
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{
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_computePipeline = null;
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}
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public void AddGraphicsPipeline(ref PipelineUid key, Auto<DisposablePipeline> pipeline)
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{
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(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
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}
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public bool TryGetComputePipeline(out Auto<DisposablePipeline> pipeline)
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{
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pipeline = _computePipeline;
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return pipeline != null;
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}
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public bool TryGetGraphicsPipeline(ref PipelineUid key, out Auto<DisposablePipeline> pipeline)
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{
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if (_graphicsPipelineCache == null)
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{
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pipeline = default;
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return false;
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}
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if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
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{
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if (_firstBackgroundUse)
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{
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Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
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_firstBackgroundUse = false;
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}
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return false;
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}
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_firstBackgroundUse = false;
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return true;
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}
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public Auto<DescriptorSetCollection> GetNewDescriptorSetCollection(
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VulkanRenderer gd,
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int commandBufferIndex,
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int setIndex,
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out bool isNew)
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{
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return _plce.GetNewDescriptorSetCollection(gd, commandBufferIndex, setIndex, out isNew);
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}
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protected virtual unsafe void Dispose(bool disposing)
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{
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if (disposing)
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{
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if (!_gd.Shaders.Remove(this))
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{
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return;
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}
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for (int i = 0; i < _shaders.Length; i++)
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{
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_shaders[i].Dispose();
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}
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if (_graphicsPipelineCache != null)
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{
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foreach (Auto<DisposablePipeline> pipeline in _graphicsPipelineCache.Values)
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{
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pipeline.Dispose();
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}
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}
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_computePipeline?.Dispose();
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if (_dummyRenderPass.Value.Handle != 0)
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{
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_dummyRenderPass.Dispose();
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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