private PipelineRasterizationStateCreateInfo CreateRasterizationState(RasterizerStateDescription description) { return(new PipelineRasterizationStateCreateInfo { StructureType = StructureType.PipelineRasterizationStateCreateInfo, CullMode = VulkanConvertExtensions.ConvertCullMode(description.CullMode), FrontFace = description.FrontFaceCounterClockwise ? FrontFace.CounterClockwise : FrontFace.Clockwise, PolygonMode = VulkanConvertExtensions.ConvertFillMode(description.FillMode), DepthBiasEnable = true, // TODO VULKAN DepthBiasConstantFactor = description.DepthBias, DepthBiasSlopeFactor = description.SlopeScaleDepthBias, DepthBiasClamp = description.DepthBiasClamp, LineWidth = 1.0f, DepthClampEnable = !description.DepthClipEnable, RasterizerDiscardEnable = false, }); }
//[HandleProcessCorruptedStateExceptionsAttribute, SecurityCriticalAttribute] private unsafe void Recreate() { errorDuringCreate = false; if (Description.RootSignature == null) { return; } VkPipelineShaderStageCreateInfo[] 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 VkAttachmentDescription[attachmentCount]; var colorAttachmentReferences = new VkAttachmentReference[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 VkAttachmentDescription { format = VulkanConvertExtensions.ConvertPixelFormat(*(renderTargetFormat + i)), samples = VkSampleCountFlags.Count1, loadOp = currentBlendDesc->BlendEnable ? VkAttachmentLoadOp.Load : VkAttachmentLoadOp.DontCare, // TODO VULKAN: Only if any destination blend? storeOp = VkAttachmentStoreOp.Store, stencilLoadOp = VkAttachmentLoadOp.DontCare, stencilStoreOp = VkAttachmentStoreOp.DontCare, initialLayout = VkImageLayout.ColorAttachmentOptimal, finalLayout = VkImageLayout.ColorAttachmentOptimal, }; colorAttachmentReferences[i] = new VkAttachmentReference { attachment = (uint)i, layout = VkImageLayout.ColorAttachmentOptimal, }; } } if (hasDepthStencilAttachment) { attachments[attachmentCount - 1] = new VkAttachmentDescription { format = Texture.GetFallbackDepthStencilFormat(GraphicsDevice, VulkanConvertExtensions.ConvertPixelFormat(Description.Output.DepthStencilFormat)), samples = VkSampleCountFlags.Count1, loadOp = VkAttachmentLoadOp.Load, // TODO VULKAN: Only if depth read enabled? storeOp = VkAttachmentStoreOp.Store, // TODO VULKAN: Only if depth write enabled? stencilLoadOp = VkAttachmentLoadOp.DontCare, // TODO VULKAN: Handle stencil stencilStoreOp = VkAttachmentStoreOp.DontCare, initialLayout = VkImageLayout.DepthStencilAttachmentOptimal, finalLayout = VkImageLayout.DepthStencilAttachmentOptimal, }; } var depthAttachmentReference = new VkAttachmentReference { attachment = (uint)attachments.Length - 1, layout = VkImageLayout.DepthStencilAttachmentOptimal, }; var subpass = new VkSubpassDescription { pipelineBindPoint = VkPipelineBindPoint.Graphics, colorAttachmentCount = (uint)renderTargetCount, pColorAttachments = colorAttachmentReferences.Length > 0 ? (VkAttachmentReference *)Core.Interop.Fixed(colorAttachmentReferences) : null, pDepthStencilAttachment = hasDepthStencilAttachment ? &depthAttachmentReference : null, }; var renderPassCreateInfo = new VkRenderPassCreateInfo { sType = VkStructureType.RenderPassCreateInfo, attachmentCount = (uint)attachmentCount, pAttachments = attachments.Length > 0 ? (VkAttachmentDescription *)Core.Interop.Fixed(attachments) : null, subpassCount = 1, pSubpasses = &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 VkPipelineLayoutCreateInfo { sType = VkStructureType.PipelineLayoutCreateInfo, setLayoutCount = 1, pSetLayouts = &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 = Core.Interop.Fixed(defaultEntryPoint); stages = CreateShaderStages(Description, out inputAttributeNames); var inputAttributes = new VkVertexInputAttributeDescription[Description.InputElements.Length]; int inputAttributeCount = 0; var inputBindings = new VkVertexInputBindingDescription[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(); } VkFormat 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 VkVertexInputAttributeDescription { 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 ? VkVertexInputRate.Vertex : VkVertexInputRate.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 VkPipelineInputAssemblyStateCreateInfo { sType = VkStructureType.PipelineInputAssemblyStateCreateInfo, topology = VulkanConvertExtensions.ConvertPrimitiveType(Description.PrimitiveType), primitiveRestartEnable = VulkanConvertExtensions.ConvertPrimitiveRestart(Description.PrimitiveType) ? (uint)1 : (uint)0, }; // TODO VULKAN: Tessellation and multisampling var multisampleState = new VkPipelineMultisampleStateCreateInfo { sType = VkStructureType.PipelineMultisampleStateCreateInfo, rasterizationSamples = VkSampleCountFlags.Count1, }; var rasterizationState = new VkPipelineRasterizationStateCreateInfo { sType = VkStructureType.PipelineRasterizationStateCreateInfo, cullMode = VulkanConvertExtensions.ConvertCullMode(Description.RasterizerState.CullMode), frontFace = Description.RasterizerState.FrontFaceCounterClockwise ? VkFrontFace.CounterClockwise : VkFrontFace.Clockwise, polygonMode = VulkanConvertExtensions.ConvertFillMode(Description.RasterizerState.FillMode), depthBiasEnable = 1, // TODO VULKAN depthBiasConstantFactor = Description.RasterizerState.DepthBias, depthBiasSlopeFactor = Description.RasterizerState.SlopeScaleDepthBias, depthBiasClamp = Description.RasterizerState.DepthBiasClamp, lineWidth = 1.0f, depthClampEnable = Description.RasterizerState.DepthClipEnable ? (uint)0 : (uint)1, rasterizerDiscardEnable = 0, }; var depthStencilState = new VkPipelineDepthStencilStateCreateInfo { sType = VkStructureType.PipelineDepthStencilStateCreateInfo, depthTestEnable = Description.DepthStencilState.DepthBufferEnable ? (uint)1 : (uint)0, stencilTestEnable = Description.DepthStencilState.StencilEnable ? (uint)1 : (uint)0, depthWriteEnable = Description.DepthStencilState.DepthBufferWriteEnable ? (uint)1 : (uint)0, minDepthBounds = 0.0f, maxDepthBounds = 1.0f, depthCompareOp = VulkanConvertExtensions.ConvertComparisonFunction(Description.DepthStencilState.DepthBufferFunction), front = { compareOp = VulkanConvertExtensions.ConvertComparisonFunction(Description.DepthStencilState.FrontFace.StencilFunction), depthFailOp = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.FrontFace.StencilDepthBufferFail), failOp = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.FrontFace.StencilFail), passOp = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.FrontFace.StencilPass), compareMask = Description.DepthStencilState.StencilMask, writeMask = Description.DepthStencilState.StencilWriteMask }, back = { compareOp = VulkanConvertExtensions.ConvertComparisonFunction(Description.DepthStencilState.BackFace.StencilFunction), depthFailOp = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.BackFace.StencilDepthBufferFail), failOp = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.BackFace.StencilFail), passOp = VulkanConvertExtensions.ConvertStencilOperation(Description.DepthStencilState.BackFace.StencilPass), compareMask = Description.DepthStencilState.StencilMask, writeMask = Description.DepthStencilState.StencilWriteMask } }; var description = Description.BlendState; var colorBlendAttachments = new VkPipelineColorBlendAttachmentState[renderTargetCount]; var renderTargetBlendState = &description.RenderTarget0; for (int i = 0; i < renderTargetCount; i++) { colorBlendAttachments[i] = new VkPipelineColorBlendAttachmentState { blendEnable = renderTargetBlendState->BlendEnable ? (uint)1 : (uint)0, alphaBlendOp = VulkanConvertExtensions.ConvertBlendFunction(renderTargetBlendState->AlphaBlendFunction), colorBlendOp = VulkanConvertExtensions.ConvertBlendFunction(renderTargetBlendState->ColorBlendFunction), dstAlphaBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->AlphaDestinationBlend), dstColorBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->ColorDestinationBlend), srcAlphaBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->AlphaSourceBlend), srcColorBlendFactor = VulkanConvertExtensions.ConvertBlend(renderTargetBlendState->ColorSourceBlend), colorWriteMask = VulkanConvertExtensions.ConvertColorWriteChannels(renderTargetBlendState->ColorWriteChannels), }; if (description.IndependentBlendEnable) { renderTargetBlendState++; } } var viewportState = new VkPipelineViewportStateCreateInfo { sType = VkStructureType.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 VkPipelineVertexInputStateCreateInfo { sType = VkStructureType.PipelineVertexInputStateCreateInfo, vertexAttributeDescriptionCount = (uint)inputAttributeCount, pVertexAttributeDescriptions = (Vortice.Vulkan.VkVertexInputAttributeDescription *)inputAttributesPointer, vertexBindingDescriptionCount = (uint)inputBindingCount, pVertexBindingDescriptions = (Vortice.Vulkan.VkVertexInputBindingDescription *)inputBindingsPointer, }; var colorBlendState = new VkPipelineColorBlendStateCreateInfo { sType = VkStructureType.PipelineColorBlendStateCreateInfo, attachmentCount = (uint)renderTargetCount, pAttachments = (Vortice.Vulkan.VkPipelineColorBlendAttachmentState *)colorBlendAttachmentsPointer, }; var dynamicState = new VkPipelineDynamicStateCreateInfo { sType = VkStructureType.PipelineDynamicStateCreateInfo, dynamicStateCount = (uint)dynamicStates.Length, pDynamicStates = (Vortice.Vulkan.VkDynamicState *)dynamicStatesPointer, }; var createInfo = new VkGraphicsPipelineCreateInfo { sType = VkStructureType.GraphicsPipelineCreateInfo, layout = NativeLayout, stageCount = (uint)stages.Length, pVertexInputState = &vertexInputState, pInputAssemblyState = &inputAssemblyState, pRasterizationState = &rasterizationState, pMultisampleState = &multisampleState, pDepthStencilState = &depthStencilState, pColorBlendState = &colorBlendState, pDynamicState = &dynamicState, pStages = (Vortice.Vulkan.VkPipelineShaderStageCreateInfo *)stagesPointer, pViewportState = &viewportState, renderPass = NativeRenderPass, subpass = 0, }; using (GraphicsDevice.QueueLock.ReadLock()) { vkCreateRenderPass(GraphicsDevice.NativeDevice, &renderPassCreateInfo, null, out NativeRenderPass); vkCreatePipelineLayout(GraphicsDevice.NativeDevice, &pipelineLayoutCreateInfo, null, out NativeLayout); createInfo.layout = NativeLayout; createInfo.renderPass = NativeRenderPass; try { fixed(VkPipeline *nativePipelinePtr = &NativePipeline) vkCreateGraphicsPipelines(GraphicsDevice.NativeDevice, VkPipelineCache.Null, 1, &createInfo, null, nativePipelinePtr); } catch (Exception e) { errorDuringCreate = true; NativePipeline = VkPipeline.Null; } } } // Cleanup shader modules for (int i = 0; i < stages.Length; i++) { vkDestroyShaderModule(GraphicsDevice.NativeDevice, stages[i].module, null); } }