dolphin/Source/Core/VideoBackends/Vulkan/Util.cpp

839 lines
30 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/Vulkan/Util.h"
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/CommonFuncs.h"
#include "Common/MathUtil.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/ShaderCompiler.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
namespace Vulkan
{
namespace Util
{
size_t AlignBufferOffset(size_t offset, size_t alignment)
{
// Assume an offset of zero is already aligned to a value larger than alignment.
if (offset == 0)
return 0;
return Common::AlignUp(offset, alignment);
}
u32 MakeRGBA8Color(float r, float g, float b, float a)
{
return (static_cast<u32>(MathUtil::Clamp(static_cast<int>(r * 255.0f), 0, 255)) << 0) |
(static_cast<u32>(MathUtil::Clamp(static_cast<int>(g * 255.0f), 0, 255)) << 8) |
(static_cast<u32>(MathUtil::Clamp(static_cast<int>(b * 255.0f), 0, 255)) << 16) |
(static_cast<u32>(MathUtil::Clamp(static_cast<int>(a * 255.0f), 0, 255)) << 24);
}
bool IsDepthFormat(VkFormat format)
{
switch (format)
{
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_D16_UNORM_S8_UINT:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
return true;
default:
return false;
}
}
VkFormat GetLinearFormat(VkFormat format)
{
switch (format)
{
case VK_FORMAT_R8_SRGB:
return VK_FORMAT_R8_UNORM;
case VK_FORMAT_R8G8_SRGB:
return VK_FORMAT_R8G8_UNORM;
case VK_FORMAT_R8G8B8_SRGB:
return VK_FORMAT_R8G8B8_UNORM;
case VK_FORMAT_R8G8B8A8_SRGB:
return VK_FORMAT_R8G8B8A8_UNORM;
case VK_FORMAT_B8G8R8_SRGB:
return VK_FORMAT_B8G8R8_UNORM;
case VK_FORMAT_B8G8R8A8_SRGB:
return VK_FORMAT_B8G8R8A8_UNORM;
default:
return format;
}
}
u32 GetTexelSize(VkFormat format)
{
// Only contains pixel formats we use.
switch (format)
{
case VK_FORMAT_R32_SFLOAT:
return 4;
case VK_FORMAT_D32_SFLOAT:
return 4;
case VK_FORMAT_R8G8B8A8_UNORM:
return 4;
case VK_FORMAT_B8G8R8A8_UNORM:
return 4;
default:
PanicAlert("Unhandled pixel format");
return 1;
}
}
VkBlendFactor GetAlphaBlendFactor(VkBlendFactor factor)
{
switch (factor)
{
case VK_BLEND_FACTOR_SRC_COLOR:
return VK_BLEND_FACTOR_SRC_ALPHA;
case VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR:
return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
case VK_BLEND_FACTOR_DST_COLOR:
return VK_BLEND_FACTOR_DST_ALPHA;
case VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR:
return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA;
default:
return factor;
}
}
RasterizationState GetNoCullRasterizationState()
{
RasterizationState state = {};
state.cull_mode = VK_CULL_MODE_NONE;
state.samples = VK_SAMPLE_COUNT_1_BIT;
state.per_sample_shading = VK_FALSE;
state.depth_clamp = VK_FALSE;
return state;
}
DepthStencilState GetNoDepthTestingDepthStencilState()
{
DepthStencilState state = {};
state.test_enable = VK_FALSE;
state.write_enable = VK_FALSE;
state.compare_op = VK_COMPARE_OP_ALWAYS;
return state;
}
BlendState GetNoBlendingBlendState()
{
BlendState state = {};
state.blend_enable = VK_FALSE;
state.blend_op = VK_BLEND_OP_ADD;
state.src_blend = VK_BLEND_FACTOR_ONE;
state.dst_blend = VK_BLEND_FACTOR_ZERO;
state.alpha_blend_op = VK_BLEND_OP_ADD;
state.src_alpha_blend = VK_BLEND_FACTOR_ONE;
state.dst_alpha_blend = VK_BLEND_FACTOR_ZERO;
state.logic_op_enable = VK_FALSE;
state.logic_op = VK_LOGIC_OP_CLEAR;
state.write_mask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
return state;
}
void SetViewportAndScissor(VkCommandBuffer command_buffer, int x, int y, int width, int height,
float min_depth /*= 0.0f*/, float max_depth /*= 1.0f*/)
{
VkViewport viewport = {static_cast<float>(x),
static_cast<float>(y),
static_cast<float>(width),
static_cast<float>(height),
min_depth,
max_depth};
VkRect2D scissor = {{x, y}, {static_cast<uint32_t>(width), static_cast<uint32_t>(height)}};
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
}
void BufferMemoryBarrier(VkCommandBuffer command_buffer, VkBuffer buffer,
VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask,
VkDeviceSize offset, VkDeviceSize size,
VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask)
{
VkBufferMemoryBarrier buffer_info = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, // VkStructureType sType
nullptr, // const void* pNext
src_access_mask, // VkAccessFlags srcAccessMask
dst_access_mask, // VkAccessFlags dstAccessMask
VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
buffer, // VkBuffer buffer
offset, // VkDeviceSize offset
size // VkDeviceSize size
};
vkCmdPipelineBarrier(command_buffer, src_stage_mask, dst_stage_mask, 0, 0, nullptr, 1,
&buffer_info, 0, nullptr);
}
void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread, bool wait_for_completion)
{
StateTracker::GetInstance()->EndRenderPass();
g_command_buffer_mgr->ExecuteCommandBuffer(execute_off_thread, wait_for_completion);
StateTracker::GetInstance()->InvalidateDescriptorSets();
StateTracker::GetInstance()->InvalidateConstants();
StateTracker::GetInstance()->SetPendingRebind();
}
VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count)
{
VkShaderModuleCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
info.codeSize = spv_word_count * sizeof(u32);
info.pCode = spv;
VkShaderModule module;
VkResult res = vkCreateShaderModule(g_vulkan_context->GetDevice(), &info, nullptr, &module);
if (res != VK_SUCCESS)
{
LOG_VULKAN_ERROR(res, "vkCreateShaderModule failed: ");
return VK_NULL_HANDLE;
}
return module;
}
VkShaderModule CompileAndCreateVertexShader(const std::string& source_code, bool prepend_header)
{
ShaderCompiler::SPIRVCodeVector code;
if (!ShaderCompiler::CompileVertexShader(&code, source_code.c_str(), source_code.length(),
prepend_header))
{
return VK_NULL_HANDLE;
}
return CreateShaderModule(code.data(), code.size());
}
VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code, bool prepend_header)
{
ShaderCompiler::SPIRVCodeVector code;
if (!ShaderCompiler::CompileGeometryShader(&code, source_code.c_str(), source_code.length(),
prepend_header))
{
return VK_NULL_HANDLE;
}
return CreateShaderModule(code.data(), code.size());
}
VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code, bool prepend_header)
{
ShaderCompiler::SPIRVCodeVector code;
if (!ShaderCompiler::CompileFragmentShader(&code, source_code.c_str(), source_code.length(),
prepend_header))
{
return VK_NULL_HANDLE;
}
return CreateShaderModule(code.data(), code.size());
}
VkShaderModule CompileAndCreateComputeShader(const std::string& source_code, bool prepend_header)
{
ShaderCompiler::SPIRVCodeVector code;
if (!ShaderCompiler::CompileComputeShader(&code, source_code.c_str(), source_code.length(),
prepend_header))
{
return VK_NULL_HANDLE;
}
return CreateShaderModule(code.data(), code.size());
}
} // namespace Util
UtilityShaderDraw::UtilityShaderDraw(VkCommandBuffer command_buffer,
VkPipelineLayout pipeline_layout, VkRenderPass render_pass,
VkShaderModule vertex_shader, VkShaderModule geometry_shader,
VkShaderModule pixel_shader)
: m_command_buffer(command_buffer)
{
// Populate minimal pipeline state
m_pipeline_info.vertex_format = g_object_cache->GetUtilityShaderVertexFormat();
m_pipeline_info.pipeline_layout = pipeline_layout;
m_pipeline_info.render_pass = render_pass;
m_pipeline_info.vs = vertex_shader;
m_pipeline_info.gs = geometry_shader;
m_pipeline_info.ps = pixel_shader;
m_pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
m_pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
m_pipeline_info.blend_state.bits = Util::GetNoBlendingBlendState().bits;
m_pipeline_info.primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
}
UtilityShaderVertex* UtilityShaderDraw::ReserveVertices(VkPrimitiveTopology topology, size_t count)
{
m_pipeline_info.primitive_topology = topology;
if (!g_object_cache->GetUtilityShaderVertexBuffer()->ReserveMemory(
sizeof(UtilityShaderVertex) * count, sizeof(UtilityShaderVertex), true, true, true))
PanicAlert("Failed to allocate space for vertices in backend shader");
m_vertex_buffer = g_object_cache->GetUtilityShaderVertexBuffer()->GetBuffer();
m_vertex_buffer_offset = g_object_cache->GetUtilityShaderVertexBuffer()->GetCurrentOffset();
return reinterpret_cast<UtilityShaderVertex*>(
g_object_cache->GetUtilityShaderVertexBuffer()->GetCurrentHostPointer());
}
void UtilityShaderDraw::CommitVertices(size_t count)
{
g_object_cache->GetUtilityShaderVertexBuffer()->CommitMemory(sizeof(UtilityShaderVertex) * count);
m_vertex_count = static_cast<uint32_t>(count);
}
void UtilityShaderDraw::UploadVertices(VkPrimitiveTopology topology, UtilityShaderVertex* vertices,
size_t count)
{
UtilityShaderVertex* upload_vertices = ReserveVertices(topology, count);
memcpy(upload_vertices, vertices, sizeof(UtilityShaderVertex) * count);
CommitVertices(count);
}
u8* UtilityShaderDraw::AllocateVSUniforms(size_t size)
{
if (!g_object_cache->GetUtilityShaderUniformBuffer()->ReserveMemory(
size, g_vulkan_context->GetUniformBufferAlignment(), true, true, true))
PanicAlert("Failed to allocate util uniforms");
return g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentHostPointer();
}
void UtilityShaderDraw::CommitVSUniforms(size_t size)
{
m_vs_uniform_buffer.buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
m_vs_uniform_buffer.offset = 0;
m_vs_uniform_buffer.range = size;
m_ubo_offsets[UBO_DESCRIPTOR_SET_BINDING_VS] =
static_cast<uint32_t>(g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentOffset());
g_object_cache->GetUtilityShaderUniformBuffer()->CommitMemory(size);
}
u8* UtilityShaderDraw::AllocatePSUniforms(size_t size)
{
if (!g_object_cache->GetUtilityShaderUniformBuffer()->ReserveMemory(
size, g_vulkan_context->GetUniformBufferAlignment(), true, true, true))
PanicAlert("Failed to allocate util uniforms");
return g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentHostPointer();
}
void UtilityShaderDraw::CommitPSUniforms(size_t size)
{
m_ps_uniform_buffer.buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
m_ps_uniform_buffer.offset = 0;
m_ps_uniform_buffer.range = size;
m_ubo_offsets[UBO_DESCRIPTOR_SET_BINDING_PS] =
static_cast<uint32_t>(g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentOffset());
g_object_cache->GetUtilityShaderUniformBuffer()->CommitMemory(size);
}
void UtilityShaderDraw::SetPushConstants(const void* data, size_t data_size)
{
_assert_(static_cast<u32>(data_size) < PUSH_CONSTANT_BUFFER_SIZE);
vkCmdPushConstants(m_command_buffer, m_pipeline_info.pipeline_layout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
static_cast<u32>(data_size), data);
}
void UtilityShaderDraw::SetPSSampler(size_t index, VkImageView view, VkSampler sampler)
{
m_ps_samplers[index].sampler = sampler;
m_ps_samplers[index].imageView = view;
m_ps_samplers[index].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
void UtilityShaderDraw::SetPSTexelBuffer(VkBufferView view)
{
// Should only be used with the texture conversion pipeline layout.
_assert_(m_pipeline_info.pipeline_layout ==
g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_TEXTURE_CONVERSION));
m_ps_texel_buffer = view;
}
void UtilityShaderDraw::SetRasterizationState(const RasterizationState& state)
{
m_pipeline_info.rasterization_state.bits = state.bits;
}
void UtilityShaderDraw::SetDepthStencilState(const DepthStencilState& state)
{
m_pipeline_info.depth_stencil_state.bits = state.bits;
}
void UtilityShaderDraw::SetBlendState(const BlendState& state)
{
m_pipeline_info.blend_state.bits = state.bits;
}
void UtilityShaderDraw::BeginRenderPass(VkFramebuffer framebuffer, const VkRect2D& region,
const VkClearValue* clear_value)
{
VkRenderPassBeginInfo begin_info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
nullptr,
m_pipeline_info.render_pass,
framebuffer,
region,
clear_value ? 1u : 0u,
clear_value};
vkCmdBeginRenderPass(m_command_buffer, &begin_info, VK_SUBPASS_CONTENTS_INLINE);
}
void UtilityShaderDraw::EndRenderPass()
{
vkCmdEndRenderPass(m_command_buffer);
}
void UtilityShaderDraw::Draw()
{
BindVertexBuffer();
BindDescriptors();
if (!BindPipeline())
return;
vkCmdDraw(m_command_buffer, m_vertex_count, 1, 0, 0);
}
void UtilityShaderDraw::DrawQuad(int x, int y, int width, int height, float z)
{
UtilityShaderVertex vertices[4];
vertices[0].SetPosition(-1.0f, 1.0f, z);
vertices[0].SetTextureCoordinates(0.0f, 1.0f);
vertices[0].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
vertices[1].SetPosition(1.0f, 1.0f, z);
vertices[1].SetTextureCoordinates(1.0f, 1.0f);
vertices[1].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
vertices[2].SetPosition(-1.0f, -1.0f, z);
vertices[2].SetTextureCoordinates(0.0f, 0.0f);
vertices[2].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
vertices[3].SetPosition(1.0f, -1.0f, z);
vertices[3].SetTextureCoordinates(1.0f, 0.0f);
vertices[3].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height);
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
Draw();
}
void UtilityShaderDraw::DrawQuad(int dst_x, int dst_y, int dst_width, int dst_height, int src_x,
int src_y, int src_layer, int src_width, int src_height,
int src_full_width, int src_full_height, float z)
{
float u0 = float(src_x) / float(src_full_width);
float v0 = float(src_y) / float(src_full_height);
float u1 = float(src_x + src_width) / float(src_full_width);
float v1 = float(src_y + src_height) / float(src_full_height);
float w = static_cast<float>(src_layer);
UtilityShaderVertex vertices[4];
vertices[0].SetPosition(-1.0f, 1.0f, z);
vertices[0].SetTextureCoordinates(u0, v1, w);
vertices[0].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
vertices[1].SetPosition(1.0f, 1.0f, z);
vertices[1].SetTextureCoordinates(u1, v1, w);
vertices[1].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
vertices[2].SetPosition(-1.0f, -1.0f, z);
vertices[2].SetTextureCoordinates(u0, v0, w);
vertices[2].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
vertices[3].SetPosition(1.0f, -1.0f, z);
vertices[3].SetTextureCoordinates(u1, v0, w);
vertices[3].SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Util::SetViewportAndScissor(m_command_buffer, dst_x, dst_y, dst_width, dst_height);
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
Draw();
}
void UtilityShaderDraw::DrawColoredQuad(int x, int y, int width, int height, float r, float g,
float b, float a, float z)
{
return DrawColoredQuad(x, y, width, height, Util::MakeRGBA8Color(r, g, b, a), z);
}
void UtilityShaderDraw::DrawColoredQuad(int x, int y, int width, int height, u32 color, float z)
{
UtilityShaderVertex vertices[4];
vertices[0].SetPosition(-1.0f, 1.0f, z);
vertices[0].SetTextureCoordinates(0.0f, 1.0f);
vertices[0].SetColor(color);
vertices[1].SetPosition(1.0f, 1.0f, z);
vertices[1].SetTextureCoordinates(1.0f, 1.0f);
vertices[1].SetColor(color);
vertices[2].SetPosition(-1.0f, -1.0f, z);
vertices[2].SetTextureCoordinates(0.0f, 0.0f);
vertices[2].SetColor(color);
vertices[3].SetPosition(1.0f, -1.0f, z);
vertices[3].SetTextureCoordinates(1.0f, 0.0f);
vertices[3].SetColor(color);
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height);
UploadVertices(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vertices, ArraySize(vertices));
Draw();
}
void UtilityShaderDraw::SetViewportAndScissor(int x, int y, int width, int height)
{
Util::SetViewportAndScissor(m_command_buffer, x, y, width, height, 0.0f, 1.0f);
}
void UtilityShaderDraw::DrawWithoutVertexBuffer(VkPrimitiveTopology primitive_topology,
u32 vertex_count)
{
m_pipeline_info.vertex_format = nullptr;
m_pipeline_info.primitive_topology = primitive_topology;
BindDescriptors();
if (!BindPipeline())
return;
vkCmdDraw(m_command_buffer, vertex_count, 1, 0, 0);
}
void UtilityShaderDraw::BindVertexBuffer()
{
vkCmdBindVertexBuffers(m_command_buffer, 0, 1, &m_vertex_buffer, &m_vertex_buffer_offset);
}
void UtilityShaderDraw::BindDescriptors()
{
// TODO: This method is a mess, clean it up
std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> bind_descriptor_sets = {};
std::array<VkWriteDescriptorSet, NUM_UBO_DESCRIPTOR_SET_BINDINGS + NUM_PIXEL_SHADER_SAMPLERS>
set_writes = {};
uint32_t num_set_writes = 0;
VkDescriptorBufferInfo dummy_uniform_buffer = {
g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer(), 0, 1};
// uniform buffers
if (m_vs_uniform_buffer.buffer != VK_NULL_HANDLE || m_ps_uniform_buffer.buffer != VK_NULL_HANDLE)
{
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS));
if (set == VK_NULL_HANDLE)
PanicAlert("Failed to allocate descriptor set for utility draw");
set_writes[num_set_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, UBO_DESCRIPTOR_SET_BINDING_VS, 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr,
(m_vs_uniform_buffer.buffer != VK_NULL_HANDLE) ? &m_vs_uniform_buffer :
&dummy_uniform_buffer,
nullptr};
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
UBO_DESCRIPTOR_SET_BINDING_GS,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
nullptr,
&dummy_uniform_buffer,
nullptr};
set_writes[num_set_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, UBO_DESCRIPTOR_SET_BINDING_PS, 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, nullptr,
(m_ps_uniform_buffer.buffer != VK_NULL_HANDLE) ? &m_ps_uniform_buffer :
&dummy_uniform_buffer,
nullptr};
bind_descriptor_sets[DESCRIPTOR_SET_LAYOUT_UNIFORM_BUFFERS] = set;
}
// PS samplers
size_t first_active_sampler;
for (first_active_sampler = 0; first_active_sampler < NUM_PIXEL_SHADER_SAMPLERS;
first_active_sampler++)
{
if (m_ps_samplers[first_active_sampler].imageView != VK_NULL_HANDLE &&
m_ps_samplers[first_active_sampler].sampler != VK_NULL_HANDLE)
{
break;
}
}
// Check if we have any at all, skip the binding process entirely if we don't
if (first_active_sampler != NUM_PIXEL_SHADER_SAMPLERS)
{
// Allocate a new descriptor set
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_PIXEL_SHADER_SAMPLERS));
if (set == VK_NULL_HANDLE)
PanicAlert("Failed to allocate descriptor set for utility draw");
for (size_t i = 0; i < NUM_PIXEL_SHADER_SAMPLERS; i++)
{
const VkDescriptorImageInfo& info = m_ps_samplers[i];
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
{
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
static_cast<uint32_t>(i),
0,
1,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
&info,
nullptr,
nullptr};
}
}
bind_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS] = set;
}
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_set_writes, set_writes.data(), 0,
nullptr);
if (m_ps_texel_buffer != VK_NULL_HANDLE)
{
// TODO: Handle case where this fails.
// This'll only be when we do over say, 1024 allocations per frame, which shouldn't happen.
// TODO: Execute the command buffer, reset render passes and then try again.
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_TEXEL_BUFFERS));
if (set == VK_NULL_HANDLE)
{
PanicAlert("Failed to allocate texel buffer descriptor set for utility draw");
return;
}
VkWriteDescriptorSet set_write = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
0,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
nullptr,
nullptr,
&m_ps_texel_buffer};
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), 1, &set_write, 0, nullptr);
bind_descriptor_sets[DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER] = set;
}
// Fast path when there are no gaps in the set bindings
u32 bind_point_index;
for (bind_point_index = 0; bind_point_index < NUM_DESCRIPTOR_SET_BIND_POINTS; bind_point_index++)
{
if (bind_descriptor_sets[bind_point_index] == VK_NULL_HANDLE)
break;
}
if (bind_point_index > 0)
{
// Bind the contiguous sets, any others after any gaps will be handled below
vkCmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_pipeline_info.pipeline_layout, 0, bind_point_index,
&bind_descriptor_sets[0], NUM_UBO_DESCRIPTOR_SET_BINDINGS,
m_ubo_offsets.data());
}
// Handle any remaining sets
for (u32 i = bind_point_index; i < NUM_DESCRIPTOR_SET_BIND_POINTS; i++)
{
if (bind_descriptor_sets[i] == VK_NULL_HANDLE)
continue;
// No need to worry about dynamic offsets here, since #0 will always be bound above.
vkCmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
m_pipeline_info.pipeline_layout, i, 1, &bind_descriptor_sets[i], 0,
nullptr);
}
}
bool UtilityShaderDraw::BindPipeline()
{
VkPipeline pipeline = g_object_cache->GetPipeline(m_pipeline_info);
if (pipeline == VK_NULL_HANDLE)
{
PanicAlert("Failed to get pipeline for backend shader draw");
return false;
}
vkCmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
return true;
}
ComputeShaderDispatcher::ComputeShaderDispatcher(VkCommandBuffer command_buffer,
VkPipelineLayout pipeline_layout,
VkShaderModule compute_shader)
: m_command_buffer(command_buffer)
{
// Populate minimal pipeline state
m_pipeline_info.pipeline_layout = pipeline_layout;
m_pipeline_info.cs = compute_shader;
}
u8* ComputeShaderDispatcher::AllocateUniformBuffer(size_t size)
{
if (!g_object_cache->GetUtilityShaderUniformBuffer()->ReserveMemory(
size, g_vulkan_context->GetUniformBufferAlignment(), true, true, true))
PanicAlert("Failed to allocate util uniforms");
return g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentHostPointer();
}
void ComputeShaderDispatcher::CommitUniformBuffer(size_t size)
{
m_uniform_buffer.buffer = g_object_cache->GetUtilityShaderUniformBuffer()->GetBuffer();
m_uniform_buffer.offset = 0;
m_uniform_buffer.range = size;
m_uniform_buffer_offset =
static_cast<u32>(g_object_cache->GetUtilityShaderUniformBuffer()->GetCurrentOffset());
g_object_cache->GetUtilityShaderUniformBuffer()->CommitMemory(size);
}
void ComputeShaderDispatcher::SetPushConstants(const void* data, size_t data_size)
{
_assert_(static_cast<u32>(data_size) < PUSH_CONSTANT_BUFFER_SIZE);
vkCmdPushConstants(m_command_buffer, m_pipeline_info.pipeline_layout, VK_SHADER_STAGE_COMPUTE_BIT,
0, static_cast<u32>(data_size), data);
}
void ComputeShaderDispatcher::SetSampler(size_t index, VkImageView view, VkSampler sampler)
{
m_samplers[index].sampler = sampler;
m_samplers[index].imageView = view;
m_samplers[index].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
void ComputeShaderDispatcher::SetStorageImage(VkImageView view, VkImageLayout image_layout)
{
m_storage_image.sampler = VK_NULL_HANDLE;
m_storage_image.imageView = view;
m_storage_image.imageLayout = image_layout;
}
void ComputeShaderDispatcher::SetTexelBuffer(size_t index, VkBufferView view)
{
m_texel_buffers[index] = view;
}
void ComputeShaderDispatcher::Dispatch(u32 groups_x, u32 groups_y, u32 groups_z)
{
BindDescriptors();
if (!BindPipeline())
return;
vkCmdDispatch(m_command_buffer, groups_x, groups_y, groups_z);
}
void ComputeShaderDispatcher::BindDescriptors()
{
VkDescriptorSet set = g_command_buffer_mgr->AllocateDescriptorSet(
g_object_cache->GetDescriptorSetLayout(DESCRIPTOR_SET_LAYOUT_COMPUTE));
if (set == VK_NULL_HANDLE)
{
PanicAlert("Failed to allocate descriptor set for compute dispatch");
return;
}
// Reserve enough descriptors to write every binding.
std::array<VkWriteDescriptorSet, 7> set_writes = {};
u32 num_set_writes = 0;
if (m_uniform_buffer.buffer != VK_NULL_HANDLE)
{
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
0,
0,
1,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
nullptr,
&m_uniform_buffer,
nullptr};
}
// Samplers
for (size_t i = 0; i < m_samplers.size(); i++)
{
const VkDescriptorImageInfo& info = m_samplers[i];
if (info.imageView != VK_NULL_HANDLE && info.sampler != VK_NULL_HANDLE)
{
set_writes[num_set_writes++] = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
nullptr,
set,
static_cast<u32>(1 + i),
0,
1,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
&info,
nullptr,
nullptr};
}
}
for (size_t i = 0; i < m_texel_buffers.size(); i++)
{
if (m_texel_buffers[i] != VK_NULL_HANDLE)
{
set_writes[num_set_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, 5 + static_cast<u32>(i), 0, 1,
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, nullptr, nullptr, &m_texel_buffers[i]};
}
}
if (m_storage_image.imageView != VK_NULL_HANDLE)
{
set_writes[num_set_writes++] = {
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET, nullptr, set, 7, 0, 1,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, &m_storage_image, nullptr, nullptr};
}
if (num_set_writes > 0)
{
vkUpdateDescriptorSets(g_vulkan_context->GetDevice(), num_set_writes, set_writes.data(), 0,
nullptr);
}
vkCmdBindDescriptorSets(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE,
m_pipeline_info.pipeline_layout, 0, 1, &set, 1, &m_uniform_buffer_offset);
}
bool ComputeShaderDispatcher::BindPipeline()
{
VkPipeline pipeline = g_object_cache->GetComputePipeline(m_pipeline_info);
if (pipeline == VK_NULL_HANDLE)
{
PanicAlert("Failed to get pipeline for backend compute dispatch");
return false;
}
vkCmdBindPipeline(m_command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
return true;
}
} // namespace Vulkan