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renderdoc/renderdoc/driver/vulkan/vk_state.cpp
T
Jasmine Hansen cb951ba689 UI support for shader objects
Info queries for pipeline state viewer and descriptor sets
Shader editing
2024-06-25 17:55:10 +01:00

1263 lines
48 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2024 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "vk_state.h"
#include "vk_common.h"
#include "vk_core.h"
#include "vk_debug.h"
#include "vk_info.h"
#include "vk_resources.h"
namespace
{
struct RenderingInfoStructs
{
VkRenderingInfo info;
rdcarray<VkRenderingAttachmentInfo> color;
VkRenderingAttachmentInfo depth;
VkRenderingAttachmentInfo stencil;
VkRenderingFragmentDensityMapAttachmentInfoEXT fragmentDensity;
VkRenderingFragmentShadingRateAttachmentInfoKHR shadingRate;
VkMultisampledRenderToSingleSampledInfoEXT tileOnlyMSAA;
};
void setupRenderingInfo(const VulkanRenderState::DynamicRendering &dynamicRendering,
RenderingInfoStructs *structs, VkRenderingFlags flags,
const VkRect2D &renderArea)
{
VkRenderingInfo *info = &structs->info;
*info = {};
info->sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
info->flags = flags;
info->layerCount = dynamicRendering.layerCount;
info->renderArea = renderArea;
info->viewMask = dynamicRendering.viewMask;
structs->depth = dynamicRendering.depth;
info->pDepthAttachment = &structs->depth;
if(structs->depth.imageLayout == VK_IMAGE_LAYOUT_UNDEFINED)
info->pDepthAttachment = NULL;
structs->stencil = dynamicRendering.stencil;
info->pStencilAttachment = &structs->stencil;
if(structs->stencil.imageLayout == VK_IMAGE_LAYOUT_UNDEFINED)
info->pStencilAttachment = NULL;
structs->color = dynamicRendering.color;
info->colorAttachmentCount = (uint32_t)structs->color.size();
info->pColorAttachments = structs->color.data();
// patch the load/store actions and unwrap
for(uint32_t i = 0; i < (uint32_t)structs->color.size() + 2; i++)
{
VkRenderingAttachmentInfo *att = (VkRenderingAttachmentInfo *)info->pColorAttachments + i;
if(i == info->colorAttachmentCount)
att = (VkRenderingAttachmentInfo *)info->pDepthAttachment;
else if(i == info->colorAttachmentCount + 1)
att = (VkRenderingAttachmentInfo *)info->pStencilAttachment;
if(!att)
continue;
if(att->loadOp != VK_ATTACHMENT_LOAD_OP_NONE_KHR)
att->loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
if(att->storeOp != VK_ATTACHMENT_STORE_OP_NONE)
att->storeOp = VK_ATTACHMENT_STORE_OP_STORE;
att->imageView = Unwrap(att->imageView);
att->resolveImageView = Unwrap(att->resolveImageView);
}
structs->fragmentDensity = {
VK_STRUCTURE_TYPE_RENDERING_FRAGMENT_DENSITY_MAP_ATTACHMENT_INFO_EXT,
NULL,
Unwrap(dynamicRendering.fragmentDensityView),
dynamicRendering.fragmentDensityLayout,
};
if(dynamicRendering.fragmentDensityView != VK_NULL_HANDLE)
{
structs->fragmentDensity.pNext = info->pNext;
info->pNext = &structs->fragmentDensity;
}
structs->shadingRate = {
VK_STRUCTURE_TYPE_RENDERING_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR,
NULL,
Unwrap(dynamicRendering.shadingRateView),
dynamicRendering.shadingRateLayout,
dynamicRendering.shadingRateTexelSize,
};
if(dynamicRendering.shadingRateView != VK_NULL_HANDLE)
{
structs->shadingRate.pNext = info->pNext;
info->pNext = &structs->shadingRate;
}
structs->tileOnlyMSAA = {
VK_STRUCTURE_TYPE_MULTISAMPLED_RENDER_TO_SINGLE_SAMPLED_INFO_EXT,
NULL,
dynamicRendering.tileOnlyMSAAEnable,
dynamicRendering.tileOnlyMSAASampleCount,
};
if(dynamicRendering.tileOnlyMSAAEnable)
{
structs->tileOnlyMSAA.pNext = info->pNext;
info->pNext = &structs->tileOnlyMSAA;
}
}
} // namespace
VulkanRenderState::VulkanRenderState()
{
RDCEraseEl(ibuffer);
}
void VulkanRenderState::BeginRenderPassAndApplyState(WrappedVulkan *vk, VkCommandBuffer cmd,
PipelineBinding binding, bool obeySuspending)
{
if(dynamicRendering.active)
{
// for action callbacks that want to stop the renderpass, do something, then start it with
// original state, we need to preserve the suspending flag instead of removing it. For other
// uses, we remove both flags as we're just doing a manual start/stop and we're not in a
// suspended pass
VkRenderingFlags flags = dynamicRendering.flags;
if(obeySuspending)
{
flags &= ~VK_RENDERING_RESUMING_BIT;
}
else
{
flags &= ~(VK_RENDERING_RESUMING_BIT | VK_RENDERING_SUSPENDING_BIT);
}
RenderingInfoStructs structs;
setupRenderingInfo(dynamicRendering, &structs, flags, renderArea);
ObjDisp(cmd)->CmdBeginRendering(Unwrap(cmd), &structs.info);
}
else
{
RDCASSERT(renderPass != ResourceId());
// clear values don't matter as we're using the load renderpass here, that
// has all load ops set to load (as we're doing a partial replay - can't
// just clear the targets that are partially written to).
VkClearValue empty[16] = {};
RDCASSERT(ARRAY_COUNT(empty) >=
vk->GetDebugManager()->GetRenderPassInfo(renderPass).attachments.size());
VulkanCreationInfo::Framebuffer fbinfo = vk->GetDebugManager()->GetFramebufferInfo(framebuffer);
VkRenderPassBeginInfo rpbegin = {
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
NULL,
Unwrap(vk->GetDebugManager()->GetRenderPassInfo(renderPass).loadRPs[subpass]),
Unwrap(fbinfo.loadFBs[subpass]),
renderArea,
(uint32_t)vk->GetDebugManager()->GetRenderPassInfo(renderPass).attachments.size(),
empty,
};
VkRenderPassAttachmentBeginInfo imagelessAttachments = {
VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO,
};
rdcarray<VkImageView> imagelessViews;
if(fbinfo.imageless)
{
rpbegin.pNext = &imagelessAttachments;
imagelessAttachments.attachmentCount = (uint32_t)fbattachments.size();
for(size_t i = 0; i < fbattachments.size(); i++)
imagelessViews.push_back(
Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkImageView>(fbattachments[i])));
imagelessAttachments.pAttachments = imagelessViews.data();
}
ObjDisp(cmd)->CmdBeginRenderPass(Unwrap(cmd), &rpbegin, subpassContents);
}
if(subpassContents != VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS)
{
if(graphics.shaderObject)
BindShaderObjects(vk, cmd, binding);
else
BindPipeline(vk, cmd, binding, true);
}
if(IsConditionalRenderingEnabled())
{
VkConditionalRenderingBeginInfoEXT beginInfo;
beginInfo.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
beginInfo.pNext = VK_NULL_HANDLE;
beginInfo.buffer =
Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(conditionalRendering.buffer));
beginInfo.offset = conditionalRendering.offset;
beginInfo.flags = conditionalRendering.flags;
ObjDisp(cmd)->CmdBeginConditionalRenderingEXT(Unwrap(cmd), &beginInfo);
}
}
void VulkanRenderState::EndRenderPass(VkCommandBuffer cmd)
{
if(dynamicRendering.active)
{
if(!dynamicRendering.suspended)
ObjDisp(cmd)->CmdEndRendering(Unwrap(cmd));
}
else
{
ObjDisp(cmd)->CmdEndRenderPass(Unwrap(cmd));
}
}
void VulkanRenderState::FinishSuspendedRenderPass(VkCommandBuffer cmd)
{
if(dynamicRendering.active && dynamicRendering.suspended)
{
// still resume the existing pass, but don't suspend again after that
const VkRenderingFlags flags = dynamicRendering.flags & ~VK_RENDERING_SUSPENDING_BIT;
RenderingInfoStructs structs;
setupRenderingInfo(dynamicRendering, &structs, flags, renderArea);
// do nothing, just resume and then end without suspending
ObjDisp(cmd)->CmdBeginRendering(Unwrap(cmd), &structs.info);
ObjDisp(cmd)->CmdEndRendering(Unwrap(cmd));
}
}
void VulkanRenderState::EndTransformFeedback(WrappedVulkan *vk, VkCommandBuffer cmd)
{
if(!xfbcounters.empty())
{
rdcarray<VkBuffer> buffers;
rdcarray<VkDeviceSize> offsets;
for(size_t i = 0; i < xfbcounters.size(); i++)
{
buffers.push_back(
Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(xfbcounters[i].buf)));
offsets.push_back(xfbcounters[i].offs);
}
ObjDisp(cmd)->CmdEndTransformFeedbackEXT(
Unwrap(cmd), firstxfbcounter, (uint32_t)xfbcounters.size(), buffers.data(), offsets.data());
}
}
void VulkanRenderState::EndConditionalRendering(VkCommandBuffer cmd)
{
if(IsConditionalRenderingEnabled())
ObjDisp(cmd)->CmdEndConditionalRenderingEXT(Unwrap(cmd));
}
bool VulkanRenderState::IsConditionalRenderingEnabled()
{
return conditionalRendering.buffer != ResourceId() && !conditionalRendering.forceDisable;
}
void VulkanRenderState::BindPipeline(WrappedVulkan *vk, VkCommandBuffer cmd,
PipelineBinding binding, bool subpass0)
{
// subpass0 is a patched version of the pipeline created against subpass 0, in case for old style
// renderpasses we need to use a pipeline that was previously in subpass 1 against our loadrp with
// only one subpass. It's not needed for dynamic rendering, we can always use the original
// pipeline
if(subpass0 && dynamicRendering.active)
subpass0 = false;
if(binding == BindGraphics || binding == BindInitial)
{
if(graphics.pipeline != ResourceId())
{
VkPipeline pipe = vk->GetResourceManager()->GetCurrentHandle<VkPipeline>(graphics.pipeline);
const VulkanCreationInfo::Pipeline pipeinfo =
vk->GetDebugManager()->GetPipelineInfo(graphics.pipeline);
if(subpass0 && pipeinfo.subpass0pipe != VK_NULL_HANDLE)
pipe = pipeinfo.subpass0pipe;
ObjDisp(cmd)->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS, Unwrap(pipe));
// don't have to handle separate vert/frag layouts as push constant ranges must be identical
ResourceId pipeLayoutId = pipeinfo.vertLayout;
VkPipelineLayout layout =
vk->GetResourceManager()->GetCurrentHandle<VkPipelineLayout>(pipeLayoutId);
const rdcarray<VkPushConstantRange> &pushRanges =
vk->GetDebugManager()->GetPipelineLayoutInfo(pipeLayoutId).pushRanges;
// only set push constant ranges that the layout uses
for(size_t i = 0; i < pushRanges.size(); i++)
ObjDisp(cmd)->CmdPushConstants(Unwrap(cmd), Unwrap(layout), pushRanges[i].stageFlags,
pushRanges[i].offset, pushRanges[i].size,
pushconsts + pushRanges[i].offset);
}
else if(binding == BindInitial)
{
if(vk->GetDriverInfo().NVStaticPipelineRebindStates())
ObjDisp(cmd)->CmdBindPipeline(Unwrap(cmd), VK_PIPELINE_BIND_POINT_GRAPHICS,
Unwrap(vk->GetDebugManager()->GetDummyPipeline()));
BindLastPushConstants(vk, cmd);
}
if(graphics.pipeline != ResourceId())
BindDescriptorSetsForPipeline(vk, cmd, graphics, VK_PIPELINE_BIND_POINT_GRAPHICS);
else
BindDescriptorSetsWithoutPipeline(vk, cmd, graphics, VK_PIPELINE_BIND_POINT_GRAPHICS);
BindDynamicState(vk, cmd);
}
if(binding == BindCompute || binding == BindInitial)
{
if(compute.pipeline != ResourceId())
{
ObjDisp(cmd)->CmdBindPipeline(
Unwrap(cmd), VK_PIPELINE_BIND_POINT_COMPUTE,
Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkPipeline>(compute.pipeline)));
ResourceId pipeLayoutId = vk->GetDebugManager()->GetPipelineInfo(compute.pipeline).compLayout;
VkPipelineLayout layout =
vk->GetResourceManager()->GetCurrentHandle<VkPipelineLayout>(pipeLayoutId);
const rdcarray<VkPushConstantRange> &pushRanges =
vk->GetDebugManager()->GetPipelineLayoutInfo(pipeLayoutId).pushRanges;
// only set push constant ranges that the layout uses
for(size_t i = 0; i < pushRanges.size(); i++)
ObjDisp(cmd)->CmdPushConstants(Unwrap(cmd), Unwrap(layout), pushRanges[i].stageFlags,
pushRanges[i].offset, pushRanges[i].size,
pushconsts + pushRanges[i].offset);
BindDescriptorSetsForPipeline(vk, cmd, compute, VK_PIPELINE_BIND_POINT_COMPUTE);
}
else if(binding == BindInitial)
{
BindLastPushConstants(vk, cmd);
BindDescriptorSetsWithoutPipeline(vk, cmd, compute, VK_PIPELINE_BIND_POINT_COMPUTE);
}
}
}
void VulkanRenderState::BindShaderObjects(WrappedVulkan *vk, VkCommandBuffer cmd,
PipelineBinding binding)
{
if(binding == BindGraphics || binding == BindInitial)
{
if(graphics.shaderObject)
{
// According to spec, shader objects don't support ray tracing shaders
for(uint32_t i = 0; i < (uint32_t)ShaderStage::RayGen; i++)
{
if(i == (uint32_t)ShaderStage::Compute)
continue;
const VkShaderStageFlagBits stage = (VkShaderStageFlagBits)(1 << (uint32_t)i);
const VkShaderEXT shader =
Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkShaderEXT>(shaderObjects[i]));
ObjDisp(cmd)->CmdBindShadersEXT(Unwrap(cmd), 1, &stage, &shader);
}
}
BindLastPushConstants(vk, cmd);
BindDescriptorSetsForShaders(vk, cmd, graphics, VK_PIPELINE_BIND_POINT_GRAPHICS);
BindDynamicState(vk, cmd);
}
if(binding == BindCompute || binding == BindInitial)
{
if(compute.shaderObject && shaderObjects[(uint32_t)ShaderStage::Compute] != ResourceId())
{
const VkShaderStageFlagBits stage =
(VkShaderStageFlagBits)(1 << (uint32_t)ShaderStage::Compute);
const VkShaderEXT shader = Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkShaderEXT>(
shaderObjects[(uint32_t)ShaderStage::Compute]));
ObjDisp(cmd)->CmdBindShadersEXT(Unwrap(cmd), 1, &stage, &shader);
}
BindLastPushConstants(vk, cmd);
BindDescriptorSetsForShaders(vk, cmd, compute, VK_PIPELINE_BIND_POINT_COMPUTE);
}
}
void VulkanRenderState::BindDynamicState(WrappedVulkan *vk, VkCommandBuffer cmd)
{
if(!views.empty() && dynamicStates[VkDynamicViewport])
ObjDisp(cmd)->CmdSetViewport(Unwrap(cmd), 0, (uint32_t)views.size(), &views[0]);
if(!scissors.empty() && dynamicStates[VkDynamicScissor])
ObjDisp(cmd)->CmdSetScissor(Unwrap(cmd), 0, (uint32_t)scissors.size(), &scissors[0]);
if(vk->DynamicColorWrite())
{
if(!colorWriteEnable.empty() && dynamicStates[VkDynamicColorWriteEXT])
ObjDisp(cmd)->CmdSetColorWriteEnableEXT(Unwrap(cmd), (uint32_t)colorWriteEnable.size(),
colorWriteEnable.data());
}
if(vk->ExtendedDynamicState() || vk->ShaderObject())
{
if(!views.empty() && dynamicStates[VkDynamicViewportCount])
ObjDisp(cmd)->CmdSetViewportWithCountEXT(Unwrap(cmd), (uint32_t)views.size(), views.data());
if(!scissors.empty() && dynamicStates[VkDynamicScissorCount])
ObjDisp(cmd)->CmdSetScissorWithCountEXT(Unwrap(cmd), (uint32_t)scissors.size(),
scissors.data());
if(dynamicStates[VkDynamicCullMode])
ObjDisp(cmd)->CmdSetCullModeEXT(Unwrap(cmd), cullMode);
if(dynamicStates[VkDynamicFrontFace])
ObjDisp(cmd)->CmdSetFrontFaceEXT(Unwrap(cmd), frontFace);
if(dynamicStates[VkDynamicPrimitiveTopology])
ObjDisp(cmd)->CmdSetPrimitiveTopologyEXT(Unwrap(cmd), primitiveTopology);
if(dynamicStates[VkDynamicDepthBoundsTestEnable])
ObjDisp(cmd)->CmdSetDepthBoundsTestEnableEXT(Unwrap(cmd), depthBoundsTestEnable);
if(dynamicStates[VkDynamicDepthTestEnable])
ObjDisp(cmd)->CmdSetDepthTestEnableEXT(Unwrap(cmd), depthTestEnable);
if(dynamicStates[VkDynamicDepthWriteEnable])
ObjDisp(cmd)->CmdSetDepthWriteEnableEXT(Unwrap(cmd), depthWriteEnable);
if(dynamicStates[VkDynamicDepthCompareOp])
ObjDisp(cmd)->CmdSetDepthCompareOpEXT(Unwrap(cmd), depthCompareOp);
if(dynamicStates[VkDynamicStencilTestEnable])
ObjDisp(cmd)->CmdSetStencilTestEnableEXT(Unwrap(cmd), stencilTestEnable);
if(dynamicStates[VkDynamicStencilOp])
{
ObjDisp(cmd)->CmdSetStencilOpEXT(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT, front.failOp,
front.passOp, front.depthFailOp, front.compareOp);
ObjDisp(cmd)->CmdSetStencilOpEXT(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT, front.failOp,
front.passOp, front.depthFailOp, front.compareOp);
}
}
if(vk->ExtendedDynamicState2() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicDepthBiasEnable])
ObjDisp(cmd)->CmdSetDepthBiasEnableEXT(Unwrap(cmd), depthBiasEnable);
if(dynamicStates[VkDynamicPrimRestart])
ObjDisp(cmd)->CmdSetPrimitiveRestartEnableEXT(Unwrap(cmd), primRestartEnable);
if(dynamicStates[VkDynamicRastDiscard])
ObjDisp(cmd)->CmdSetRasterizerDiscardEnableEXT(Unwrap(cmd), rastDiscardEnable);
}
if(vk->ExtendedDynamicState2Logic() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicLogicOpEXT])
ObjDisp(cmd)->CmdSetLogicOpEXT(Unwrap(cmd), logicOp);
}
if(vk->ExtendedDynamicState2CPs() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicControlPointsEXT])
ObjDisp(cmd)->CmdSetPatchControlPointsEXT(Unwrap(cmd), patchControlPoints);
}
if(vk->ExtendedDynamicState3AlphaToCover() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicAlphaToCoverageEXT])
ObjDisp(cmd)->CmdSetAlphaToCoverageEnableEXT(Unwrap(cmd), alphaToCoverageEnable);
}
if(vk->ExtendedDynamicState3AlphaToOne() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicAlphaToOneEXT])
ObjDisp(cmd)->CmdSetAlphaToOneEnableEXT(Unwrap(cmd), alphaToOneEnable);
}
if(vk->ExtendedDynamicState3CBEnable() || vk->ShaderObject())
{
if(!colorBlendEnable.empty() && dynamicStates[VkDynamicColorBlendEnableEXT])
ObjDisp(cmd)->CmdSetColorBlendEnableEXT(Unwrap(cmd), 0, (uint32_t)colorBlendEnable.size(),
colorBlendEnable.data());
}
if(vk->ExtendedDynamicState3CBEquation() || vk->ShaderObject())
{
if(!colorBlendEquation.empty() && dynamicStates[VkDynamicColorBlendEquationEXT])
ObjDisp(cmd)->CmdSetColorBlendEquationEXT(Unwrap(cmd), 0, (uint32_t)colorBlendEquation.size(),
colorBlendEquation.data());
}
if(vk->ExtendedDynamicState3WriteMask() || vk->ShaderObject())
{
if(!colorWriteMask.empty() && dynamicStates[VkDynamicColorWriteMaskEXT])
ObjDisp(cmd)->CmdSetColorWriteMaskEXT(Unwrap(cmd), 0, (uint32_t)colorWriteMask.size(),
colorWriteMask.data());
}
if(vk->ExtendedDynamicState3ConservRast() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicConservativeRastModeEXT])
ObjDisp(cmd)->CmdSetConservativeRasterizationModeEXT(Unwrap(cmd), conservativeRastMode);
}
if(vk->ExtendedDynamicState3DepthClampEnable() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicDepthClampEnableEXT])
ObjDisp(cmd)->CmdSetDepthClampEnableEXT(Unwrap(cmd), depthClampEnable);
}
if(vk->ExtendedDynamicState3DepthClip() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicDepthClipEnableEXT])
ObjDisp(cmd)->CmdSetDepthClipEnableEXT(Unwrap(cmd), depthClipEnable);
}
if(vk->ExtendedDynamicState3DepthClipNegative() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicDepthClipNegativeOneEXT])
ObjDisp(cmd)->CmdSetDepthClipNegativeOneToOneEXT(Unwrap(cmd), negativeOneToOne);
}
if(vk->ExtendedDynamicState3PrimOverest() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicOverstimationSizeEXT])
ObjDisp(cmd)->CmdSetExtraPrimitiveOverestimationSizeEXT(Unwrap(cmd), primOverestimationSize);
}
if(vk->ExtendedDynamicState3LineRast() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicLineRastModeEXT])
ObjDisp(cmd)->CmdSetLineRasterizationModeEXT(Unwrap(cmd), lineRasterMode);
}
if(vk->ExtendedDynamicState3LineStipple() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicLineStippleEnableEXT])
ObjDisp(cmd)->CmdSetLineStippleEnableEXT(Unwrap(cmd), stippledLineEnable);
}
if(vk->ExtendedDynamicState3LogicEnable() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicLogicOpEnableEXT])
ObjDisp(cmd)->CmdSetLogicOpEnableEXT(Unwrap(cmd), logicOpEnable);
}
if(vk->ExtendedDynamicState3PolyMode() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicPolygonModeEXT])
ObjDisp(cmd)->CmdSetPolygonModeEXT(Unwrap(cmd), polygonMode);
}
if(vk->ExtendedDynamicState3ProvokingVert() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicProvokingVertexModeEXT])
ObjDisp(cmd)->CmdSetProvokingVertexModeEXT(Unwrap(cmd), provokingVertexMode);
}
if(vk->ExtendedDynamicState3RastSamples() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicRasterizationSamplesEXT])
ObjDisp(cmd)->CmdSetRasterizationSamplesEXT(Unwrap(cmd), rastSamples);
}
if(vk->ExtendedDynamicState3RastStream() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicRasterizationStreamEXT])
ObjDisp(cmd)->CmdSetRasterizationStreamEXT(Unwrap(cmd), rasterStream);
}
if(vk->ExtendedDynamicState3SampleLoc() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicSampleLocationsEnableEXT])
ObjDisp(cmd)->CmdSetSampleLocationsEnableEXT(Unwrap(cmd), sampleLocEnable);
}
if(vk->ExtendedDynamicState3SampleMask() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicSampleMaskEXT])
ObjDisp(cmd)->CmdSetSampleMaskEXT(Unwrap(cmd), rastSamples, sampleMask.data());
}
if(vk->ExtendedDynamicState3TesselDomain() || vk->ShaderObject())
{
if(dynamicStates[VkDynamicTessDomainOriginEXT])
ObjDisp(cmd)->CmdSetTessellationDomainOriginEXT(Unwrap(cmd), domainOrigin);
}
if(dynamicStates[VkDynamicLineWidth] && !vk->GetDriverInfo().QualcommLineWidthDynamicStateCrash())
ObjDisp(cmd)->CmdSetLineWidth(Unwrap(cmd), lineWidth);
if(dynamicStates[VkDynamicDepthBias])
ObjDisp(cmd)->CmdSetDepthBias(Unwrap(cmd), bias.depth, bias.biasclamp, bias.slope);
if(dynamicStates[VkDynamicBlendConstants])
ObjDisp(cmd)->CmdSetBlendConstants(Unwrap(cmd), blendConst);
if(dynamicStates[VkDynamicDepthBounds])
ObjDisp(cmd)->CmdSetDepthBounds(Unwrap(cmd), mindepth, maxdepth);
if(dynamicStates[VkDynamicStencilCompareMask])
{
ObjDisp(cmd)->CmdSetStencilCompareMask(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT, back.compare);
ObjDisp(cmd)->CmdSetStencilCompareMask(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT, front.compare);
}
if(dynamicStates[VkDynamicStencilWriteMask])
{
ObjDisp(cmd)->CmdSetStencilWriteMask(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT, back.write);
ObjDisp(cmd)->CmdSetStencilWriteMask(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT, front.write);
}
if(dynamicStates[VkDynamicStencilReference])
{
ObjDisp(cmd)->CmdSetStencilReference(Unwrap(cmd), VK_STENCIL_FACE_BACK_BIT, back.ref);
ObjDisp(cmd)->CmdSetStencilReference(Unwrap(cmd), VK_STENCIL_FACE_FRONT_BIT, front.ref);
}
if(!sampleLocations.locations.empty() && dynamicStates[VkDynamicSampleLocationsEXT])
{
VkSampleLocationsInfoEXT info = {VK_STRUCTURE_TYPE_SAMPLE_LOCATIONS_INFO_EXT};
info.pSampleLocations = sampleLocations.locations.data();
info.sampleLocationsCount = (uint32_t)sampleLocations.locations.size();
info.sampleLocationsPerPixel = sampleLocations.sampleCount;
info.sampleLocationGridSize = sampleLocations.gridSize;
ObjDisp(cmd)->CmdSetSampleLocationsEXT(Unwrap(cmd), &info);
}
if(!discardRectangles.empty() && dynamicStates[VkDynamicDiscardRectangleEXT])
ObjDisp(cmd)->CmdSetDiscardRectangleEXT(Unwrap(cmd), 0, (uint32_t)discardRectangles.size(),
&discardRectangles[0]);
if(stippleFactor && dynamicStates[VkDynamicLineStippleKHR])
ObjDisp(cmd)->CmdSetLineStippleEXT(Unwrap(cmd), stippleFactor, stipplePattern);
if(vk->FragmentShadingRate())
{
if(dynamicStates[VkDynamicShadingRateKHR])
ObjDisp(cmd)->CmdSetFragmentShadingRateKHR(Unwrap(cmd), &pipelineShadingRate,
shadingRateCombiners);
}
if(vk->DynamicAttachmentLoop())
{
if(dynamicStates[VkDynamicAttachmentFeedbackLoopEnableEXT])
ObjDisp(cmd)->CmdSetAttachmentFeedbackLoopEnableEXT(Unwrap(cmd), feedbackAspects);
}
if(ibuffer.buf != ResourceId())
{
VkIndexType type = VK_INDEX_TYPE_UINT16;
if(ibuffer.bytewidth == 4)
type = VK_INDEX_TYPE_UINT32;
else if(ibuffer.bytewidth == 1)
type = VK_INDEX_TYPE_UINT8_KHR;
ObjDisp(cmd)->CmdBindIndexBuffer(
Unwrap(cmd), Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(ibuffer.buf)),
ibuffer.offs, type);
}
if((vk->DynamicVertexInput() || vk->ShaderObject()) && dynamicStates[VkDynamicVertexInputEXT])
{
ObjDisp(cmd)->CmdSetVertexInputEXT(Unwrap(cmd), (uint32_t)vertexBindings.size(),
vertexBindings.data(), (uint32_t)vertexAttributes.size(),
vertexAttributes.data());
}
bool dynamicStride = dynamicStates[VkDynamicVertexInputBindingStride] &&
(vk->ExtendedDynamicState() || vk->ShaderObject());
for(size_t i = 0; i < vbuffers.size(); i++)
{
if(vbuffers[i].buf == ResourceId())
{
if(vk->NULLDescriptorsAllowed())
{
VkBuffer empty = VK_NULL_HANDLE;
if(dynamicStride)
ObjDisp(cmd)->CmdBindVertexBuffers2EXT(
Unwrap(cmd), (uint32_t)i, 1, &empty, &vbuffers[i].offs,
vbuffers[i].size == VK_WHOLE_SIZE ? NULL : &vbuffers[i].size, &vbuffers[i].stride);
else
ObjDisp(cmd)->CmdBindVertexBuffers(Unwrap(cmd), (uint32_t)i, 1, &empty, &vbuffers[i].offs);
}
continue;
}
if(dynamicStride)
ObjDisp(cmd)->CmdBindVertexBuffers2EXT(
Unwrap(cmd), (uint32_t)i, 1,
UnwrapPtr(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(vbuffers[i].buf)),
&vbuffers[i].offs, vbuffers[i].size == VK_WHOLE_SIZE ? NULL : &vbuffers[i].size,
&vbuffers[i].stride);
else
ObjDisp(cmd)->CmdBindVertexBuffers(
Unwrap(cmd), (uint32_t)i, 1,
UnwrapPtr(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(vbuffers[i].buf)),
&vbuffers[i].offs);
}
for(size_t i = 0; i < xfbbuffers.size(); i++)
{
if(xfbbuffers[i].buf == ResourceId())
continue;
ObjDisp(cmd)->CmdBindTransformFeedbackBuffersEXT(
Unwrap(cmd), (uint32_t)i, 1,
UnwrapPtr(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(xfbbuffers[i].buf)),
&xfbbuffers[i].offs, &xfbbuffers[i].size);
}
if(!xfbcounters.empty())
{
rdcarray<VkBuffer> buffers;
rdcarray<VkDeviceSize> offsets;
for(size_t i = 0; i < xfbcounters.size(); i++)
{
buffers.push_back(
Unwrap(vk->GetResourceManager()->GetCurrentHandle<VkBuffer>(xfbcounters[i].buf)));
offsets.push_back(xfbcounters[i].offs);
}
ObjDisp(cmd)->CmdBeginTransformFeedbackEXT(
Unwrap(cmd), firstxfbcounter, (uint32_t)xfbcounters.size(), buffers.data(), offsets.data());
}
}
void VulkanRenderState::BindDescriptorSetsForPipeline(WrappedVulkan *vk, VkCommandBuffer cmd,
VulkanStatePipeline &pipe,
VkPipelineBindPoint bindPoint)
{
const rdcarray<ResourceId> &descSetLayouts =
vk->GetDebugManager()->GetPipelineInfo(pipe.pipeline).descSetLayouts;
for(size_t i = 0; i < descSetLayouts.size(); i++)
{
const DescSetLayout &descLayout = vk->GetDebugManager()->GetDescSetLayout(descSetLayouts[i]);
if(i < pipe.descSets.size() && pipe.descSets[i].descSet != ResourceId())
{
// if we come to a descriptor set that isn't compatible, stop setting descriptor sets from
// here on.
// We can get into this situation if for example we have many sets bound at some point, then
// there's a pipeline change that causes most or all of them to be invalidated as
// incompatible, then the program only re-binds some subset that it knows is statically used
// by the next action. The remaining sets are invalid, but also unused and this is
// explicitly allowed by the spec. We just have to make sure we don't try to actively bind
// an incompatible descriptor set.
ResourceId createdDescSetLayoutId = vk->GetDescLayoutForDescSet(pipe.descSets[i].descSet);
if(descSetLayouts[i] != createdDescSetLayoutId)
{
const DescSetLayout &createdDescLayout =
vk->GetDebugManager()->GetDescSetLayout(createdDescSetLayoutId);
if(!descLayout.isCompatible(createdDescLayout))
{
// this set is incompatible, don't rebind it. Assume the application knows the shader
// doesn't need this set, and the binding is just stale
continue;
}
}
// if there are dynamic buffers, pass along the offsets
uint32_t *dynamicOffsets = NULL;
if(descLayout.dynamicCount > 0)
{
dynamicOffsets = &pipe.descSets[i].offsets[0];
if(pipe.descSets[i].offsets.size() < descLayout.dynamicCount)
{
dynamicOffsets = new uint32_t[descLayout.dynamicCount];
for(uint32_t o = 0; o < descLayout.dynamicCount; o++)
{
if(o < pipe.descSets[i].offsets.size())
{
dynamicOffsets[o] = pipe.descSets[i].offsets[o];
}
else
{
dynamicOffsets[o] = 0;
RDCWARN("Missing dynamic offset for set %u!", (uint32_t)i);
}
}
}
}
BindDescriptorSet(vk, descLayout, cmd, bindPoint, (uint32_t)i, dynamicOffsets);
if(pipe.descSets[i].offsets.size() < descLayout.dynamicCount)
SAFE_DELETE_ARRAY(dynamicOffsets);
}
}
}
void VulkanRenderState::BindDescriptorSetsWithoutPipeline(WrappedVulkan *vk, VkCommandBuffer cmd,
VulkanStatePipeline &pipe,
VkPipelineBindPoint bindPoint)
{
if(pipe.descSets.empty())
return;
// we try to bind descriptor sets before a pipeline when we don't have the knowledge that all sets
// are up to date. This is used when perturbing state at an arbitrary point mid-record rather than
// just before an action
//
// to do this we take the last known bound set as a 'reference' and bind everything that can be
// compatible with it. Anything not compatible by definition has been invalidated so we don't need
// to rebind it to be valid.
const VulkanCreationInfo::PipelineLayout &refPipeLayout =
vk->GetDebugManager()->GetPipelineLayoutInfo(pipe.descSets[pipe.lastBoundSet].pipeLayout);
for(size_t i = 0; i < pipe.descSets.size(); i++)
{
if(pipe.descSets[i].pipeLayout == ResourceId() || pipe.descSets[i].descSet == ResourceId())
continue;
const VulkanCreationInfo::PipelineLayout &iPipeLayout =
vk->GetDebugManager()->GetPipelineLayoutInfo(pipe.descSets[i].pipeLayout);
if(i != pipe.lastBoundSet)
{
// if we come to a descriptor set that isn't compatible with the pipeline layout used in the
// last bound set, don't bind this descriptor set
// We can get into this situation if for example we have many sets bound at some point, then a
// new descriptor set is bound to a different number which is incompatible and only that set
// (and not the other stale ones) are needed by the next action. The remaining sets are
// invalid, but also unused and this is explicitly allowed by the spec. We just have to make
// sure we don't try to actively bind an incompatible descriptor set.
// quick check, if the pipeline layout is the same as the one used to bind the reference set
// then its certainly compatible
if(pipe.descSets[i].pipeLayout != pipe.descSets[pipe.lastBoundSet].pipeLayout)
{
// are we below or above the last bound set
if(i < pipe.lastBoundSet)
{
// we only check if this set is compatible with the pipeline layout on this set.
// Technically the set might have been perturbed still, or we might invalidate this
// binding subsequently if there was some other difference between here and the last bound
// set, but it's fine to bind a compatible set which would be invalid - it is undefined
// behaviour to use it anyway. If this binding *should* be valid, it will still be
// valid at the end.
const DescSetLayout &iDescLayout =
vk->GetDebugManager()->GetDescSetLayout(iPipeLayout.descSetLayouts[i]);
const DescSetLayout &refDescLayout =
vk->GetDebugManager()->GetDescSetLayout(refPipeLayout.descSetLayouts[i]);
if(iPipeLayout.descSetLayouts[i] != refPipeLayout.descSetLayouts[i] &&
!iDescLayout.isCompatible(refDescLayout))
{
// set is incompatible, don't rebind it
continue;
}
}
else
{
// when binding sets above the last bound set, we need to be careful not to accidentally
// invalidate it or any previous sets it might have been compatible with.
// so instead of only checking this set, we check all sets up to this one are compatible
bool compatible = true;
for(size_t j = 0; j <= i; j++)
{
// if this binding only exists in the current set's pipeline layout (e.g. the reference
// pipeline layout only had 0..4 and this is 5) then it's automatically considered
// compatible as everything in the reference layout was compatible up to this point
if(j >= refPipeLayout.descSetLayouts.size())
break;
const DescSetLayout &iDescLayout =
vk->GetDebugManager()->GetDescSetLayout(iPipeLayout.descSetLayouts[j]);
const DescSetLayout &refDescLayout =
vk->GetDebugManager()->GetDescSetLayout(refPipeLayout.descSetLayouts[j]);
if(iPipeLayout.descSetLayouts[j] != refPipeLayout.descSetLayouts[j] &&
!iDescLayout.isCompatible(refDescLayout))
{
compatible = false;
break;
}
}
if(!compatible)
continue;
}
}
}
if(pipe.descSets[i].descSet != ResourceId())
{
const DescSetLayout &descLayout =
vk->GetDebugManager()->GetDescSetLayout(iPipeLayout.descSetLayouts[i]);
// if there are dynamic buffers, pass along the offsets
uint32_t *dynamicOffsets = NULL;
if(descLayout.dynamicCount > 0)
{
dynamicOffsets = &pipe.descSets[i].offsets[0];
if(pipe.descSets[i].offsets.size() < descLayout.dynamicCount)
{
dynamicOffsets = new uint32_t[descLayout.dynamicCount];
for(uint32_t o = 0; o < descLayout.dynamicCount; o++)
{
if(o < pipe.descSets[i].offsets.size())
{
dynamicOffsets[o] = pipe.descSets[i].offsets[o];
}
else
{
dynamicOffsets[o] = 0;
RDCWARN("Missing dynamic offset for set %u!", (uint32_t)i);
}
}
}
}
BindDescriptorSet(vk, descLayout, cmd, bindPoint, (uint32_t)i, dynamicOffsets);
if(pipe.descSets[i].offsets.size() < descLayout.dynamicCount)
SAFE_DELETE_ARRAY(dynamicOffsets);
}
}
}
void VulkanRenderState::BindDescriptorSetsForShaders(WrappedVulkan *vk, VkCommandBuffer cmd,
VulkanStatePipeline &pipe,
VkPipelineBindPoint bindPoint)
{
if(pipe.descSets.empty())
return;
const rdcarray<ResourceId> &descSetLayouts =
vk->GetDebugManager()->GetPipelineLayoutInfo(pipe.descSets[pipe.lastBoundSet].pipeLayout).descSetLayouts;
for(size_t i = 0; i < descSetLayouts.size(); i++)
{
const DescSetLayout &descLayout = vk->GetDebugManager()->GetDescSetLayout(descSetLayouts[i]);
if(i < pipe.descSets.size() && pipe.descSets[i].descSet != ResourceId())
{
// if we come to a descriptor set that isn't compatible, stop setting descriptor sets from
// here on.
// We can get into this situation if for example we have many sets bound at some point, then
// there's a pipeline change that causes most or all of them to be invalidated as
// incompatible, then the program only re-binds some subset that it knows is statically used
// by the next action. The remaining sets are invalid, but also unused and this is
// explicitly allowed by the spec. We just have to make sure we don't try to actively bind
// an incompatible descriptor set.
ResourceId createdDescSetLayoutId = vk->GetDescLayoutForDescSet(pipe.descSets[i].descSet);
if(descSetLayouts[i] != createdDescSetLayoutId)
{
const DescSetLayout &createdDescLayout =
vk->GetDebugManager()->GetDescSetLayout(createdDescSetLayoutId);
if(!descLayout.isCompatible(createdDescLayout))
{
// this set is incompatible, don't rebind it. Assume the application knows the shader
// doesn't need this set, and the binding is just stale
continue;
}
}
// if there are dynamic buffers, pass along the offsets
uint32_t *dynamicOffsets = NULL;
if(descLayout.dynamicCount > 0)
{
dynamicOffsets = &pipe.descSets[i].offsets[0];
if(pipe.descSets[i].offsets.size() < descLayout.dynamicCount)
{
dynamicOffsets = new uint32_t[descLayout.dynamicCount];
for(uint32_t o = 0; o < descLayout.dynamicCount; o++)
{
if(o < pipe.descSets[i].offsets.size())
{
dynamicOffsets[o] = pipe.descSets[i].offsets[o];
}
else
{
dynamicOffsets[o] = 0;
RDCWARN("Missing dynamic offset for set %u!", (uint32_t)i);
}
}
}
}
BindDescriptorSet(vk, descLayout, cmd, bindPoint, (uint32_t)i, dynamicOffsets);
if(pipe.descSets[i].offsets.size() < descLayout.dynamicCount)
SAFE_DELETE_ARRAY(dynamicOffsets);
}
}
}
void VulkanRenderState::BindDescriptorSet(WrappedVulkan *vk, const DescSetLayout &descLayout,
VkCommandBuffer cmd, VkPipelineBindPoint bindPoint,
uint32_t setIndex, uint32_t *dynamicOffsets)
{
ResourceId descSet = (bindPoint == VK_PIPELINE_BIND_POINT_GRAPHICS)
? graphics.descSets[setIndex].descSet
: compute.descSets[setIndex].descSet;
ResourceId pipeLayout = (bindPoint == VK_PIPELINE_BIND_POINT_GRAPHICS)
? graphics.descSets[setIndex].pipeLayout
: compute.descSets[setIndex].pipeLayout;
VkPipelineLayout layout = vk->GetResourceManager()->GetCurrentHandle<VkPipelineLayout>(pipeLayout);
if((descLayout.flags & VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR) == 0)
{
ObjDisp(cmd)->CmdBindDescriptorSets(
Unwrap(cmd), bindPoint, Unwrap(layout), (uint32_t)setIndex, 1,
UnwrapPtr(vk->GetResourceManager()->GetCurrentHandle<VkDescriptorSet>(descSet)),
descLayout.dynamicCount, dynamicOffsets);
}
else
{
// this isn't a real descriptor set, it's a push descriptor, so we need to push the
// current state.
rdcarray<VkWriteDescriptorSet> writes;
// any allocated arrays
rdcarray<VkDescriptorImageInfo *> allocImgWrites;
rdcarray<VkDescriptorBufferInfo *> allocBufWrites;
rdcarray<VkBufferView *> allocBufViewWrites;
rdcarray<VkWriteDescriptorSetInlineUniformBlock *> allocInlineWrites;
rdcarray<VkWriteDescriptorSetAccelerationStructureKHR *> allocASWrites;
const WrappedVulkan::DescriptorSetInfo &setInfo = vk->GetDebugManager()->GetDescSetInfo(descSet);
VkWriteDescriptorSet push = {VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
VulkanResourceManager *rm = vk->GetResourceManager();
for(size_t b = 0; b < descLayout.bindings.size(); b++)
{
const DescSetLayout::Binding &layoutBind = descLayout.bindings[b];
// skip if this binding isn't used
if(layoutBind.layoutDescType == VK_DESCRIPTOR_TYPE_MAX_ENUM)
continue;
// push.dstSet; // unused for push descriptors
push.dstBinding = (uint32_t)b;
push.dstArrayElement = 0;
// we can use the layout type here, since push descriptors are not allowed to be mutable
push.descriptorType = layoutBind.layoutDescType;
push.descriptorCount = layoutBind.descriptorCount;
const DescriptorSetSlot *slots = setInfo.data.binds[b];
if(push.descriptorType == VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER ||
push.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER)
{
VkBufferView *dst = new VkBufferView[push.descriptorCount];
for(uint32_t a = 0; a < push.descriptorCount; a++)
dst[a] = Unwrap(rm->GetCurrentHandle<VkBufferView>(slots[a].resource));
push.pTexelBufferView = dst;
allocBufViewWrites.push_back(dst);
}
else if(push.descriptorType == VK_DESCRIPTOR_TYPE_SAMPLER ||
push.descriptorType == VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ||
push.descriptorType == VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE ||
push.descriptorType == VK_DESCRIPTOR_TYPE_STORAGE_IMAGE ||
push.descriptorType == VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT)
{
VkDescriptorImageInfo *dst = new VkDescriptorImageInfo[push.descriptorCount];
for(uint32_t a = 0; a < push.descriptorCount; a++)
{
dst[a].imageLayout = convert(slots[a].imageLayout);
dst[a].sampler = Unwrap(rm->GetCurrentHandle<VkSampler>(slots[a].sampler));
dst[a].imageView = Unwrap(rm->GetCurrentHandle<VkImageView>(slots[a].resource));
if(layoutBind.immutableSampler && push.descriptorType != VK_DESCRIPTOR_TYPE_SAMPLER)
dst[a].sampler = Unwrap(rm->GetCurrentHandle<VkSampler>(layoutBind.immutableSampler[a]));
}
push.pImageInfo = dst;
allocImgWrites.push_back(dst);
}
else if(push.descriptorType == VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK)
{
allocInlineWrites.push_back(new VkWriteDescriptorSetInlineUniformBlock);
VkWriteDescriptorSetInlineUniformBlock *inlineWrite = allocInlineWrites.back();
inlineWrite->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK;
inlineWrite->pNext = NULL;
inlineWrite->dataSize = layoutBind.descriptorCount;
inlineWrite->pData = setInfo.data.inlineBytes.data() + slots[0].offset;
push.pNext = inlineWrite;
push.descriptorCount = layoutBind.descriptorCount;
writes.push_back(push);
// skip validity checks
continue;
}
else if(push.descriptorType == VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR)
{
VkAccelerationStructureKHR *dst = new VkAccelerationStructureKHR[push.descriptorCount];
for(uint32_t a = 0; a < push.descriptorCount; a++)
dst[a] = Unwrap(rm->GetCurrentHandle<VkAccelerationStructureKHR>(slots[a].resource));
allocASWrites.push_back(new VkWriteDescriptorSetAccelerationStructureKHR);
VkWriteDescriptorSetAccelerationStructureKHR *asWrite = allocASWrites.back();
asWrite->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR;
asWrite->pNext = NULL;
asWrite->accelerationStructureCount = layoutBind.descriptorCount;
asWrite->pAccelerationStructures = dst;
push.pNext = asWrite;
push.descriptorCount = layoutBind.descriptorCount;
writes.push_back(push);
}
else
{
VkDescriptorBufferInfo *dst = new VkDescriptorBufferInfo[push.descriptorCount];
for(uint32_t a = 0; a < push.descriptorCount; a++)
{
dst[a].offset = slots[a].offset;
dst[a].range = slots[a].GetRange();
dst[a].buffer = Unwrap(rm->GetCurrentHandle<VkBuffer>(slots[a].resource));
}
push.pBufferInfo = dst;
allocBufWrites.push_back(dst);
}
// start with no descriptors
push.descriptorCount = 0;
for(uint32_t w = 0; w < layoutBind.descriptorCount; w++)
{
// if this push is valid, we increment the descriptor count and continue
if(IsValid(vk->NULLDescriptorsAllowed(), push, w - push.dstArrayElement))
{
push.descriptorCount++;
}
else
{
// if this push isn't valid, then we first check to see if we had any previous
// pending pushs in the array we were going to batch together, if so we add them.
if(push.descriptorCount > 0)
writes.push_back(push);
// skip past any previous descriptors we just wrote, as well as the current invalid
// one
if(push.pBufferInfo)
push.pBufferInfo += push.descriptorCount + 1;
if(push.pImageInfo)
push.pImageInfo += push.descriptorCount + 1;
if(push.pTexelBufferView)
push.pTexelBufferView += push.descriptorCount + 1;
// now start again from 0 descriptors, at the next array element
push.dstArrayElement += push.descriptorCount + 1;
push.descriptorCount = 0;
}
}
// if there are any left, add them here
if(push.descriptorCount > 0)
writes.push_back(push);
// don't leak the arrays and cause double deletes, NULL them after each time
push.pImageInfo = NULL;
push.pBufferInfo = NULL;
push.pTexelBufferView = NULL;
}
ObjDisp(cmd)->CmdPushDescriptorSetKHR(Unwrap(cmd), bindPoint, Unwrap(layout), setIndex,
(uint32_t)writes.size(), writes.data());
// delete allocated arrays for descriptor writes
for(VkDescriptorBufferInfo *a : allocBufWrites)
delete[] a;
for(VkDescriptorImageInfo *a : allocImgWrites)
delete[] a;
for(VkBufferView *a : allocBufViewWrites)
delete[] a;
for(VkWriteDescriptorSetInlineUniformBlock *a : allocInlineWrites)
delete a;
for(VkWriteDescriptorSetAccelerationStructureKHR *d : allocASWrites)
{
delete[] d->pAccelerationStructures;
delete d;
}
}
}
void VulkanRenderState::SetDynamicStatesFromPipeline(WrappedVulkan *vk)
{
dynamicStates = vk->GetDebugManager()->GetPipelineInfo(graphics.pipeline).dynamicStates;
}
void VulkanRenderState::SetFramebuffer(WrappedVulkan *vk, ResourceId fb,
const VkRenderPassAttachmentBeginInfo *attachmentsInfo)
{
framebuffer = fb;
VulkanCreationInfo::Framebuffer fbinfo = vk->GetDebugManager()->GetFramebufferInfo(fb);
fbattachments.resize(fbinfo.attachments.size());
if(!fbinfo.imageless)
{
for(size_t i = 0; i < fbinfo.attachments.size(); i++)
fbattachments[i] = fbinfo.attachments[i].createdView;
}
else
{
for(size_t i = 0; i < fbinfo.attachments.size(); i++)
fbattachments[i] = GetResID(attachmentsInfo->pAttachments[i]);
}
}
void VulkanRenderState::BindLastPushConstants(WrappedVulkan *vk, VkCommandBuffer cmd)
{
if(pushLayout != ResourceId())
{
// set push constants with the last layout used
VkPipelineLayout layout =
vk->GetResourceManager()->GetCurrentHandle<VkPipelineLayout>(pushLayout);
const rdcarray<VkPushConstantRange> &pushRanges =
vk->GetDebugManager()->GetPipelineLayoutInfo(pushLayout).pushRanges;
// only set push constant ranges that the layout uses
for(size_t i = 0; i < pushRanges.size(); i++)
ObjDisp(cmd)->CmdPushConstants(Unwrap(cmd), Unwrap(layout), pushRanges[i].stageFlags,
pushRanges[i].offset, pushRanges[i].size,
pushconsts + pushRanges[i].offset);
}
}