/// <inheritdoc/> protected internal override unsafe void OnDestroyed() { GraphicsDevice.NativeDevice.DestroyDescriptorSetLayout(NativeLayout); NativeLayout = SharpVulkan.DescriptorSetLayout.Null; base.OnDestroyed(); }
private unsafe void CreatePipelineLayout(PipelineStateDescription pipelineStateDescription) { // Remap descriptor set indices to those in the shader. This ordering generated by the ShaderCompiler var resourceGroups = pipelineStateDescription.EffectBytecode.Reflection.ResourceBindings.Select(x => x.ResourceGroup ?? "Globals").Distinct().ToList(); ResourceGroupCount = resourceGroups.Count; var layouts = pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts; // Get binding indices used by the shader var destinationBindings = pipelineStateDescription.EffectBytecode.Stages .SelectMany(x => BinarySerialization.Read <ShaderInputBytecode>(x.Data).ResourceBindings) .GroupBy(x => x.Key, x => x.Value) .ToDictionary(x => x.Key, x => x.First()); var maxBindingIndex = destinationBindings.Max(x => x.Value); var destinationEntries = new DescriptorSetLayoutBuilder.Entry[maxBindingIndex + 1]; DescriptorBindingMapping = new List <DescriptorSetInfo>(); for (int i = 0; i < resourceGroups.Count; i++) { var resourceGroupName = resourceGroups[i] == "Globals" ? pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.DefaultSetSlot : resourceGroups[i]; var layoutIndex = resourceGroups[i] == null ? 0 : layouts.FindIndex(x => x.Name == resourceGroupName); // Check if the resource group is used by the shader if (layoutIndex == -1) { continue; } var sourceEntries = layouts[layoutIndex].Layout.Entries; for (int sourceBinding = 0; sourceBinding < sourceEntries.Count; sourceBinding++) { var sourceEntry = sourceEntries[sourceBinding]; int destinationBinding; if (destinationBindings.TryGetValue(sourceEntry.Key.Name, out destinationBinding)) { destinationEntries[destinationBinding] = sourceEntry; // No need to umpdate immutable samplers if (sourceEntry.Class == EffectParameterClass.Sampler && sourceEntry.ImmutableSampler != null) { continue; } DescriptorBindingMapping.Add(new DescriptorSetInfo { SourceSet = layoutIndex, SourceBinding = sourceBinding, DestinationBinding = destinationBinding, DescriptorType = VulkanConvertExtensions.ConvertDescriptorType(sourceEntry.Class, sourceEntry.Type), ResourceElementIsInteger = sourceEntry.ElementType != EffectParameterType.Float && sourceEntry.ElementType != EffectParameterType.Double, }); } } } // Create default sampler, used by texture and buffer loads destinationEntries[0] = new DescriptorSetLayoutBuilder.Entry { Class = EffectParameterClass.Sampler, Type = EffectParameterType.Sampler, ImmutableSampler = GraphicsDevice.SamplerStates.PointWrap, ArraySize = 1, }; // Create descriptor set layout NativeDescriptorSetLayout = DescriptorSetLayout.CreateNativeDescriptorSetLayout(GraphicsDevice, destinationEntries, out DescriptorTypeCounts); // Create pipeline layout var nativeDescriptorSetLayout = NativeDescriptorSetLayout; var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo { StructureType = StructureType.PipelineLayoutCreateInfo, SetLayoutCount = 1, SetLayouts = new IntPtr(&nativeDescriptorSetLayout) }; NativeLayout = GraphicsDevice.NativeDevice.CreatePipelineLayout(ref pipelineLayoutCreateInfo); }
private void Recreate() { NativeLayout = CreateNativeDescriptorSetLayout(GraphicsDevice, Builder.Entries, out TypeCounts); }
//[HandleProcessCorruptedStateExceptionsAttribute, SecurityCriticalAttribute] private unsafe void Recreate() { errorDuringCreate = false; if (Description.RootSignature == null) { return; } PipelineShaderStageCreateInfo[] stages; // create render pass bool hasDepthStencilAttachment = Description.Output.DepthStencilFormat != PixelFormat.None; var renderTargetCount = Description.Output.RenderTargetCount; var attachmentCount = renderTargetCount; if (hasDepthStencilAttachment) { attachmentCount++; } var attachments = new AttachmentDescription[attachmentCount]; var colorAttachmentReferences = new AttachmentReference[renderTargetCount]; fixed(PixelFormat *renderTargetFormat = &Description.Output.RenderTargetFormat0) fixed(BlendStateRenderTargetDescription * blendDescription = &Description.BlendState.RenderTarget0) { for (int i = 0; i < renderTargetCount; i++) { var currentBlendDesc = Description.BlendState.IndependentBlendEnable ? (blendDescription + i) : blendDescription; attachments[i] = new AttachmentDescription { Format = VulkanConvertExtensions.ConvertPixelFormat(*(renderTargetFormat + i)), Samples = SampleCountFlags.Sample1, LoadOperation = currentBlendDesc->BlendEnable ? AttachmentLoadOperation.Load : AttachmentLoadOperation.DontCare, // TODO VULKAN: Only if any destination blend? StoreOperation = AttachmentStoreOperation.Store, StencilLoadOperation = AttachmentLoadOperation.DontCare, StencilStoreOperation = AttachmentStoreOperation.DontCare, InitialLayout = ImageLayout.ColorAttachmentOptimal, FinalLayout = ImageLayout.ColorAttachmentOptimal, }; colorAttachmentReferences[i] = new AttachmentReference { Attachment = (uint)i, Layout = ImageLayout.ColorAttachmentOptimal, }; } } if (hasDepthStencilAttachment) { attachments[attachmentCount - 1] = new AttachmentDescription { Format = Texture.GetFallbackDepthStencilFormat(GraphicsDevice, VulkanConvertExtensions.ConvertPixelFormat(Description.Output.DepthStencilFormat)), Samples = SampleCountFlags.Sample1, LoadOperation = AttachmentLoadOperation.Load, // TODO VULKAN: Only if depth read enabled? StoreOperation = AttachmentStoreOperation.Store, // TODO VULKAN: Only if depth write enabled? StencilLoadOperation = AttachmentLoadOperation.DontCare, // TODO VULKAN: Handle stencil StencilStoreOperation = AttachmentStoreOperation.DontCare, InitialLayout = ImageLayout.DepthStencilAttachmentOptimal, FinalLayout = ImageLayout.DepthStencilAttachmentOptimal, }; } var depthAttachmentReference = new AttachmentReference { Attachment = (uint)attachments.Length - 1, Layout = ImageLayout.DepthStencilAttachmentOptimal, }; var subpass = new SubpassDescription { PipelineBindPoint = PipelineBindPoint.Graphics, ColorAttachmentCount = (uint)renderTargetCount, ColorAttachments = colorAttachmentReferences.Length > 0 ? new IntPtr(Interop.Fixed(colorAttachmentReferences)) : IntPtr.Zero, DepthStencilAttachment = hasDepthStencilAttachment ? new IntPtr(&depthAttachmentReference) : IntPtr.Zero, }; var renderPassCreateInfo = new RenderPassCreateInfo { StructureType = StructureType.RenderPassCreateInfo, AttachmentCount = (uint)attachmentCount, Attachments = attachments.Length > 0 ? new IntPtr(Interop.Fixed(attachments)) : IntPtr.Zero, SubpassCount = 1, Subpasses = new IntPtr(&subpass) }; // create pipeline layout // Remap descriptor set indices to those in the shader. This ordering generated by the ShaderCompiler var resourceGroups = Description.EffectBytecode.Reflection.ResourceBindings.Select(x => x.ResourceGroup ?? "Globals").Distinct().ToList(); ResourceGroupCount = resourceGroups.Count; var layouts = Description.RootSignature.EffectDescriptorSetReflection.Layouts; // Get binding indices used by the shader var destinationBindings = Description.EffectBytecode.Stages .SelectMany(x => BinarySerialization.Read <ShaderInputBytecode>(x.Data).ResourceBindings) .GroupBy(x => x.Key, x => x.Value) .ToDictionary(x => x.Key, x => x.First()); var maxBindingIndex = destinationBindings.Max(x => x.Value); var destinationEntries = new DescriptorSetLayoutBuilder.Entry[maxBindingIndex + 1]; DescriptorBindingMapping = new List <DescriptorSetInfo>(); for (int i = 0; i < resourceGroups.Count; i++) { var resourceGroupName = resourceGroups[i] == "Globals" ? Description.RootSignature.EffectDescriptorSetReflection.DefaultSetSlot : resourceGroups[i]; var layoutIndex = resourceGroups[i] == null ? 0 : layouts.FindIndex(x => x.Name == resourceGroupName); // Check if the resource group is used by the shader if (layoutIndex == -1) { continue; } var sourceEntries = layouts[layoutIndex].Layout.Entries; for (int sourceBinding = 0; sourceBinding < sourceEntries.Count; sourceBinding++) { var sourceEntry = sourceEntries[sourceBinding]; int destinationBinding; if (destinationBindings.TryGetValue(sourceEntry.Key.Name, out destinationBinding)) { destinationEntries[destinationBinding] = sourceEntry; // No need to umpdate immutable samplers if (sourceEntry.Class == EffectParameterClass.Sampler && sourceEntry.ImmutableSampler != null) { continue; } DescriptorBindingMapping.Add(new DescriptorSetInfo { SourceSet = layoutIndex, SourceBinding = sourceBinding, DestinationBinding = destinationBinding, DescriptorType = VulkanConvertExtensions.ConvertDescriptorType(sourceEntry.Class, sourceEntry.Type) }); } } } // Create default sampler, used by texture and buffer loads destinationEntries[0] = new DescriptorSetLayoutBuilder.Entry { Class = EffectParameterClass.Sampler, Type = EffectParameterType.Sampler, ImmutableSampler = GraphicsDevice.SamplerStates.PointWrap, ArraySize = 1, }; // Create descriptor set layout NativeDescriptorSetLayout = DescriptorSetLayout.CreateNativeDescriptorSetLayout(GraphicsDevice, destinationEntries, out DescriptorTypeCounts); // Create pipeline layout var nativeDescriptorSetLayout = NativeDescriptorSetLayout; var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo { StructureType = StructureType.PipelineLayoutCreateInfo, SetLayoutCount = 1, SetLayouts = new IntPtr(&nativeDescriptorSetLayout) }; // Create shader stages Dictionary <int, string> inputAttributeNames; // Note: important to pin this so that stages[x].Name is valid during this whole function void *defaultEntryPointData = Interop.Fixed(defaultEntryPoint); stages = CreateShaderStages(Description, out inputAttributeNames); var inputAttributes = new VertexInputAttributeDescription[Description.InputElements.Length]; int inputAttributeCount = 0; var inputBindings = new VertexInputBindingDescription[inputAttributes.Length]; int inputBindingCount = 0; for (int inputElementIndex = 0; inputElementIndex < inputAttributes.Length; inputElementIndex++) { var inputElement = Description.InputElements[inputElementIndex]; var slotIndex = inputElement.InputSlot; if (inputElement.InstanceDataStepRate > 1) { throw new NotImplementedException(); } Format format; int size; bool isCompressed; VulkanConvertExtensions.ConvertPixelFormat(inputElement.Format, out format, out size, out isCompressed); var location = inputAttributeNames.FirstOrDefault(x => x.Value == inputElement.SemanticName && inputElement.SemanticIndex == 0 || x.Value == inputElement.SemanticName + inputElement.SemanticIndex); if (location.Value != null) { inputAttributes[inputAttributeCount++] = new VertexInputAttributeDescription { Format = format, Offset = (uint)inputElement.AlignedByteOffset, Binding = (uint)inputElement.InputSlot, Location = (uint)location.Key }; } inputBindings[slotIndex].Binding = (uint)slotIndex; inputBindings[slotIndex].InputRate = inputElement.InputSlotClass == InputClassification.Vertex ? VertexInputRate.Vertex : VertexInputRate.Instance; // TODO VULKAN: This is currently an argument to Draw() overloads. if (inputBindings[slotIndex].Stride < inputElement.AlignedByteOffset + size) { inputBindings[slotIndex].Stride = (uint)(inputElement.AlignedByteOffset + size); } if (inputElement.InputSlot >= inputBindingCount) { inputBindingCount = inputElement.InputSlot + 1; } } var inputAssemblyState = new PipelineInputAssemblyStateCreateInfo { StructureType = StructureType.PipelineInputAssemblyStateCreateInfo, Topology = VulkanConvertExtensions.ConvertPrimitiveType(Description.PrimitiveType), PrimitiveRestartEnable = VulkanConvertExtensions.ConvertPrimitiveRestart(Description.PrimitiveType), }; // TODO VULKAN: Tessellation and multisampling var multisampleState = new PipelineMultisampleStateCreateInfo { StructureType = StructureType.PipelineMultisampleStateCreateInfo, RasterizationSamples = SampleCountFlags.Sample1 }; //var tessellationState = new PipelineTessellationStateCreateInfo(); var rasterizationState = new PipelineRasterizationStateCreateInfo { StructureType = StructureType.PipelineRasterizationStateCreateInfo, CullMode = VulkanConvertExtensions.ConvertCullMode(Description.RasterizerState.CullMode), FrontFace = Description.RasterizerState.FrontFaceCounterClockwise ? FrontFace.CounterClockwise : FrontFace.Clockwise, PolygonMode = VulkanConvertExtensions.ConvertFillMode(Description.RasterizerState.FillMode), DepthBiasEnable = true, // TODO VULKAN DepthBiasConstantFactor = Description.RasterizerState.DepthBias, DepthBiasSlopeFactor = Description.RasterizerState.SlopeScaleDepthBias, DepthBiasClamp = Description.RasterizerState.DepthBiasClamp, LineWidth = 1.0f, DepthClampEnable = !Description.RasterizerState.DepthClipEnable, RasterizerDiscardEnable = false, }; var depthStencilState = new PipelineDepthStencilStateCreateInfo { StructureType = StructureType.PipelineDepthStencilStateCreateInfo, DepthTestEnable = Description.DepthStencilState.DepthBufferEnable, StencilTestEnable = Description.DepthStencilState.StencilEnable, DepthWriteEnable = Description.DepthStencilState.DepthBufferWriteEnable, MinDepthBounds = 0.0f, MaxDepthBounds = 1.0f, DepthCompareOperation = VulkanConvertExtensions.ConvertComparisonFunction(Description.DepthStencilState.DepthBufferFunction), Front = new StencilOperationState { CompareOperation = VulkanConvertExtensions.ConvertComparisonFunction(Description.DepthStencilState.FrontFace.StencilFunction), DepthFailOperation = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.FrontFace.StencilDepthBufferFail), FailOperation = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.FrontFace.StencilFail), PassOperation = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.FrontFace.StencilPass), CompareMask = Description.DepthStencilState.StencilMask, WriteMask = Description.DepthStencilState.StencilWriteMask }, Back = new StencilOperationState { CompareOperation = VulkanConvertExtensions.ConvertComparisonFunction(Description.DepthStencilState.BackFace.StencilFunction), DepthFailOperation = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.BackFace.StencilDepthBufferFail), FailOperation = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.BackFace.StencilFail), PassOperation = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.BackFace.StencilPass), CompareMask = Description.DepthStencilState.StencilMask, WriteMask = Description.DepthStencilState.StencilWriteMask } }; var description = Description.BlendState; var colorBlendAttachments = new PipelineColorBlendAttachmentState[renderTargetCount]; var renderTargetBlendState = &description.RenderTarget0; for (int i = 0; i < renderTargetCount; i++) { colorBlendAttachments[i] = new PipelineColorBlendAttachmentState { BlendEnable = renderTargetBlendState->BlendEnable, AlphaBlendOperation = VulkanConvertExtensions.ConvertBlendFunction(renderTargetBlendState->AlphaBlendFunction), ColorBlendOperation = VulkanConvertExtensions.ConvertBlendFunction(renderTargetBlendState->ColorBlendFunction), DestinationAlphaBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->AlphaDestinationBlend), DestinationColorBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->ColorDestinationBlend), SourceAlphaBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->AlphaSourceBlend), SourceColorBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->ColorSourceBlend), ColorWriteMask = VulkanConvertExtensions.ConvertColorWriteChannels(renderTargetBlendState->ColorWriteChannels), }; if (description.IndependentBlendEnable) { renderTargetBlendState++; } } var viewportState = new PipelineViewportStateCreateInfo { StructureType = StructureType.PipelineViewportStateCreateInfo, ScissorCount = 1, ViewportCount = 1, }; fixed(void *dynamicStatesPointer = dynamicStates.Length == 0?null : dynamicStates, inputAttributesPointer = inputAttributes.Length == 0?null : inputAttributes, inputBindingsPointer = inputBindings.Length == 0?null : inputBindings, colorBlendAttachmentsPointer = colorBlendAttachments.Length == 0?null : colorBlendAttachments, stagesPointer = stages.Length == 0?null : stages) { var vertexInputState = new PipelineVertexInputStateCreateInfo { StructureType = StructureType.PipelineVertexInputStateCreateInfo, VertexAttributeDescriptionCount = (uint)inputAttributeCount, VertexAttributeDescriptions = (IntPtr)inputAttributesPointer, VertexBindingDescriptionCount = (uint)inputBindingCount, VertexBindingDescriptions = (IntPtr)inputBindingsPointer, }; var colorBlendState = new PipelineColorBlendStateCreateInfo { StructureType = StructureType.PipelineColorBlendStateCreateInfo, AttachmentCount = (uint)renderTargetCount, Attachments = (IntPtr)colorBlendAttachmentsPointer, }; var dynamicState = new PipelineDynamicStateCreateInfo { StructureType = StructureType.PipelineDynamicStateCreateInfo, DynamicStateCount = (uint)dynamicStates.Length, DynamicStates = (IntPtr)dynamicStatesPointer, }; var createInfo = new GraphicsPipelineCreateInfo { StructureType = StructureType.GraphicsPipelineCreateInfo, StageCount = (uint)stages.Length, Stages = (IntPtr)stagesPointer, //TessellationState = new IntPtr(&tessellationState), VertexInputState = new IntPtr(&vertexInputState), InputAssemblyState = new IntPtr(&inputAssemblyState), RasterizationState = new IntPtr(&rasterizationState), MultisampleState = new IntPtr(&multisampleState), DepthStencilState = new IntPtr(&depthStencilState), ColorBlendState = new IntPtr(&colorBlendState), DynamicState = new IntPtr(&dynamicState), ViewportState = new IntPtr(&viewportState), Subpass = 0, }; using (GraphicsDevice.QueueLock.ReadLock()) { NativeRenderPass = GraphicsDevice.NativeDevice.CreateRenderPass(ref renderPassCreateInfo); NativeLayout = GraphicsDevice.NativeDevice.CreatePipelineLayout(ref pipelineLayoutCreateInfo); createInfo.Layout = NativeLayout; createInfo.RenderPass = NativeRenderPass; try { NativePipeline = GraphicsDevice.NativeDevice.CreateGraphicsPipelines(PipelineCache.Null, 1, &createInfo); } catch (Exception e) { errorDuringCreate = true; NativePipeline = Pipeline.Null; } } } // Cleanup shader modules for (int i = 0; i < stages.Length; i++) { GraphicsDevice.NativeDevice.DestroyShaderModule(stages[i].Module); } }
private unsafe void CreatePipelineLayout(PipelineStateDescription pipelineStateDescription) { // Remap descriptor set indices to those in the shader. This ordering generated by the ShaderCompiler var resourceGroups = pipelineStateDescription.EffectBytecode.Reflection.ResourceBindings.Select(x => x.ResourceGroup ?? "Globals").Distinct().ToList(); ResourceGroupCount = resourceGroups.Count; var layouts = pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.Layouts; // Get binding indices used by the shader var destinationBindings = pipelineStateDescription.EffectBytecode.Stages .SelectMany(x => BinarySerialization.Read<ShaderInputBytecode>(x.Data).ResourceBindings) .GroupBy(x => x.Key, x => x.Value) .ToDictionary(x => x.Key, x => x.First()); var maxBindingIndex = destinationBindings.Max(x => x.Value); var destinationEntries = new DescriptorSetLayoutBuilder.Entry[maxBindingIndex + 1]; DescriptorBindingMapping = new List<DescriptorSetInfo>(); for (int i = 0; i < resourceGroups.Count; i++) { var resourceGroupName = resourceGroups[i] == "Globals" ? pipelineStateDescription.RootSignature.EffectDescriptorSetReflection.DefaultSetSlot : resourceGroups[i]; var layoutIndex = resourceGroups[i] == null ? 0 : layouts.FindIndex(x => x.Name == resourceGroupName); // Check if the resource group is used by the shader if (layoutIndex == -1) continue; var sourceEntries = layouts[layoutIndex].Layout.Entries; for (int sourceBinding = 0; sourceBinding < sourceEntries.Count; sourceBinding++) { var sourceEntry = sourceEntries[sourceBinding]; int destinationBinding; if (destinationBindings.TryGetValue(sourceEntry.Key.Name, out destinationBinding)) { destinationEntries[destinationBinding] = sourceEntry; // No need to umpdate immutable samplers if (sourceEntry.Class == EffectParameterClass.Sampler && sourceEntry.ImmutableSampler != null) { continue; } DescriptorBindingMapping.Add(new DescriptorSetInfo { SourceSet = layoutIndex, SourceBinding = sourceBinding, DestinationBinding = destinationBinding, DescriptorType = VulkanConvertExtensions.ConvertDescriptorType(sourceEntry.Class, sourceEntry.Type) }); } } } // Create default sampler, used by texture and buffer loads destinationEntries[0] = new DescriptorSetLayoutBuilder.Entry { Class = EffectParameterClass.Sampler, Type = EffectParameterType.Sampler, ImmutableSampler = GraphicsDevice.SamplerStates.PointWrap, ArraySize = 1, }; // Create descriptor set layout NativeDescriptorSetLayout = DescriptorSetLayout.CreateNativeDescriptorSetLayout(GraphicsDevice, destinationEntries, out DescriptorTypeCounts); // Create pipeline layout var nativeDescriptorSetLayout = NativeDescriptorSetLayout; var pipelineLayoutCreateInfo = new PipelineLayoutCreateInfo { StructureType = StructureType.PipelineLayoutCreateInfo, SetLayoutCount = 1, SetLayouts = new IntPtr(&nativeDescriptorSetLayout) }; NativeLayout = GraphicsDevice.NativeDevice.CreatePipelineLayout(ref pipelineLayoutCreateInfo); }