Move shader resource descriptor creation out of the backend (#2290)
* Move shader resource descriptor creation out of the backend * Remove now unused code, and other nits * Shader cache version bump * Nits * Set format for bindless image load/store * Fix buffer write flag
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b5c72b44de
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25 changed files with 565 additions and 516 deletions
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@ -1,9 +1,16 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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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.Numerics;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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class ShaderConfig
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{
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// TODO: Non-hardcoded array size.
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public const int SamplerArraySize = 4;
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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@ -24,8 +31,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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public TranslationFlags Flags { get; }
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public TranslationCounts Counts { get; }
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public int Size { get; private set; }
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public byte ClipDistancesWritten { get; private set; }
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@ -34,42 +39,80 @@ namespace Ryujinx.Graphics.Shader.Translation
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public HashSet<int> TextureHandlesForCache { get; }
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private readonly TranslationCounts _counts;
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private int _usedConstantBuffers;
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private int _usedStorageBuffers;
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private int _usedStorageBuffersWrite;
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private struct TextureInfo : IEquatable<TextureInfo>
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{
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public int CbufSlot { get; }
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public int Handle { get; }
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public bool Indexed { get; }
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public TextureFormat Format { get; }
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public TextureInfo(int cbufSlot, int handle, bool indexed, TextureFormat format)
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{
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CbufSlot = cbufSlot;
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Handle = handle;
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Indexed = indexed;
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Format = format;
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}
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public override bool Equals(object obj)
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{
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return obj is TextureInfo other && Equals(other);
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}
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public bool Equals(TextureInfo other)
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{
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return CbufSlot == other.CbufSlot && Handle == other.Handle && Indexed == other.Indexed && Format == other.Format;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(CbufSlot, Handle, Indexed, Format);
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}
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}
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private struct TextureMeta
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{
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public bool AccurateType;
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public SamplerType Type;
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public TextureUsageFlags UsageFlags;
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}
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private readonly Dictionary<TextureInfo, TextureMeta> _usedTextures;
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private readonly Dictionary<TextureInfo, TextureMeta> _usedImages;
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private BufferDescriptor[] _cachedConstantBufferDescriptors;
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private BufferDescriptor[] _cachedStorageBufferDescriptors;
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private TextureDescriptor[] _cachedTextureDescriptors;
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private TextureDescriptor[] _cachedImageDescriptors;
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public ShaderConfig(IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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{
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Stage = ShaderStage.Compute;
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GpPassthrough = false;
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OutputTopology = OutputTopology.PointList;
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MaxOutputVertices = 0;
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LocalMemorySize = 0;
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ImapTypes = null;
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OmapTargets = null;
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OmapSampleMask = false;
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OmapDepth = false;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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Size = 0;
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UsedFeatures = FeatureFlags.None;
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Counts = counts;
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_counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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_usedTextures = new Dictionary<TextureInfo, TextureMeta>();
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_usedImages = new Dictionary<TextureInfo, TextureMeta>();
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}
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts)
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public ShaderConfig(ShaderHeader header, IGpuAccessor gpuAccessor, TranslationFlags flags, TranslationCounts counts) : this(gpuAccessor, flags, counts)
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{
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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GpuAccessor = gpuAccessor;
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Flags = flags;
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Size = 0;
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UsedFeatures = FeatureFlags.None;
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Counts = counts;
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TextureHandlesForCache = new HashSet<int>();
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Stage = header.Stage;
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GpPassthrough = header.Stage == ShaderStage.Geometry && header.GpPassthrough;
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OutputTopology = header.OutputTopology;
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MaxOutputVertices = header.MaxOutputVertexCount;
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LocalMemorySize = header.ShaderLocalMemoryLowSize + header.ShaderLocalMemoryHighSize;
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ImapTypes = header.ImapTypes;
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OmapTargets = header.OmapTargets;
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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}
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public int GetDepthRegister()
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@ -126,5 +169,199 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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UsedFeatures |= flags;
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}
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public Operand CreateCbuf(int slot, int offset)
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{
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SetUsedConstantBuffer(slot);
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return OperandHelper.Cbuf(slot, offset);
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}
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public void SetUsedConstantBuffer(int slot)
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{
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_usedConstantBuffers |= 1 << slot;
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}
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public void SetUsedStorageBuffer(int slot, bool write)
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{
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int mask = 1 << slot;
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_usedStorageBuffers |= mask;
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if (write)
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{
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_usedStorageBuffersWrite |= mask;
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}
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}
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public void SetUsedTexture(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int cbufSlot,
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int handle)
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{
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inst &= Instruction.Mask;
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bool isImage = inst == Instruction.ImageLoad || inst == Instruction.ImageStore;
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bool isWrite = inst == Instruction.ImageStore;
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bool accurateType = inst != Instruction.TextureSize && inst != Instruction.Lod;
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if (isImage)
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{
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SetUsedTextureOrImage(_usedImages, cbufSlot, handle, type, format, true, isWrite, false);
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}
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else
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{
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SetUsedTextureOrImage(_usedTextures, cbufSlot, handle, type, TextureFormat.Unknown, flags.HasFlag(TextureFlags.IntCoords), false, accurateType);
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}
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}
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private static void SetUsedTextureOrImage(
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Dictionary<TextureInfo, TextureMeta> dict,
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int cbufSlot,
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int handle,
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SamplerType type,
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TextureFormat format,
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bool intCoords,
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bool write,
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bool accurateType)
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{
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var dimensions = type.GetDimensions();
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var isArray = type.HasFlag(SamplerType.Array);
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var isIndexed = type.HasFlag(SamplerType.Indexed);
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var usageFlags = TextureUsageFlags.None;
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if (intCoords)
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{
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usageFlags |= TextureUsageFlags.NeedsScaleValue;
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var canScale = (dimensions == 2 && !isArray) || (dimensions == 3 && isArray);
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if (!canScale)
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{
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// Resolution scaling cannot be applied to this texture right now.
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// Flag so that we know to blacklist scaling on related textures when binding them.
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usageFlags |= TextureUsageFlags.ResScaleUnsupported;
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}
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}
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if (write)
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{
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usageFlags |= TextureUsageFlags.ImageStore;
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}
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int arraySize = isIndexed ? SamplerArraySize : 1;
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for (int layer = 0; layer < arraySize; layer++)
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{
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var info = new TextureInfo(cbufSlot, handle + layer * 2, isIndexed, format);
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var meta = new TextureMeta()
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{
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AccurateType = accurateType,
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Type = type,
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UsageFlags = usageFlags
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};
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if (dict.TryGetValue(info, out var existingMeta))
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{
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meta.UsageFlags |= existingMeta.UsageFlags;
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// If the texture we have has inaccurate type information, then
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// we prefer the most accurate one.
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if (existingMeta.AccurateType)
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{
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meta.AccurateType = true;
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meta.Type = existingMeta.Type;
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}
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dict[info] = meta;
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}
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else
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{
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dict.Add(info, meta);
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}
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}
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}
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public BufferDescriptor[] GetConstantBufferDescriptors()
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{
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if (_cachedConstantBufferDescriptors != null)
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{
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return _cachedConstantBufferDescriptors;
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}
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int usedMask = _usedConstantBuffers;
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if (UsedFeatures.HasFlag(FeatureFlags.CbIndexing))
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{
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usedMask = FillMask(usedMask);
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}
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return _cachedConstantBufferDescriptors = GetBufferDescriptors(usedMask, 0, _counts.IncrementUniformBuffersCount);
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}
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public BufferDescriptor[] GetStorageBufferDescriptors()
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{
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return _cachedStorageBufferDescriptors ??= GetBufferDescriptors(FillMask(_usedStorageBuffers), _usedStorageBuffersWrite, _counts.IncrementStorageBuffersCount);
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}
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private static int FillMask(int mask)
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{
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// When the storage or uniform buffers are used as array, we must allocate a binding
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// even for the "gaps" that are not used on the shader.
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// For this reason, fill up the gaps so that all slots up to the highest one are
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// marked as "used".
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return mask != 0 ? (int)(uint.MaxValue >> BitOperations.LeadingZeroCount((uint)mask)) : 0;
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}
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private static BufferDescriptor[] GetBufferDescriptors(int usedMask, int writtenMask, Func<int> getBindingCallback)
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{
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var descriptors = new BufferDescriptor[BitOperations.PopCount((uint)usedMask)];
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for (int i = 0; i < descriptors.Length; i++)
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{
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int slot = BitOperations.TrailingZeroCount(usedMask);
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descriptors[i] = new BufferDescriptor(getBindingCallback(), slot);
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if ((writtenMask & (1 << slot)) != 0)
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{
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descriptors[i].SetFlag(BufferUsageFlags.Write);
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}
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usedMask &= ~(1 << slot);
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}
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return descriptors;
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}
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public TextureDescriptor[] GetTextureDescriptors()
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{
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return _cachedTextureDescriptors ??= GetTextureOrImageDescriptors(_usedTextures, _counts.IncrementTexturesCount);
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}
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public TextureDescriptor[] GetImageDescriptors()
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{
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return _cachedImageDescriptors ??= GetTextureOrImageDescriptors(_usedImages, _counts.IncrementImagesCount);
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}
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private static TextureDescriptor[] GetTextureOrImageDescriptors(Dictionary<TextureInfo, TextureMeta> dict, Func<int> getBindingCallback)
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{
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var descriptors = new TextureDescriptor[dict.Count];
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int i = 0;
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foreach (var kv in dict.OrderBy(x => x.Key.Indexed).OrderBy(x => x.Key.Handle))
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{
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var info = kv.Key;
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var meta = kv.Value;
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int binding = getBindingCallback();
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descriptors[i] = new TextureDescriptor(binding, meta.Type, info.Format, info.CbufSlot, info.Handle);
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descriptors[i].SetFlag(meta.UsageFlags);
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i++;
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}
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return descriptors;
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}
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}
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}
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