mirror of
https://github.com/skyline-emu/skyline.git
synced 2024-11-04 23:55:08 +01:00
Consolidate AddAttachment
Loops + Rename Renderpass
-> RenderPass
This commit is contained in:
parent
92a21ea616
commit
830a800d9e
@ -7,18 +7,18 @@
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namespace skyline::gpu::interconnect {
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CommandExecutor::CommandExecutor(const DeviceState &state) : gpu(*state.gpu) {}
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bool CommandExecutor::CreateRenderpass(vk::Rect2D renderArea) {
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if (renderpass && renderpass->renderArea != renderArea) {
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nodes.emplace_back(std::in_place_type_t<node::RenderpassEndNode>());
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renderpass = nullptr;
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bool CommandExecutor::CreateRenderPass(vk::Rect2D renderArea) {
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if (renderPass && renderPass->renderArea != renderArea) {
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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renderPass = nullptr;
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}
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bool newRenderpass{renderpass == nullptr};
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if (newRenderpass)
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bool newRenderPass{renderPass == nullptr};
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if (newRenderPass)
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// We need to create a render pass if one doesn't already exist or the current one isn't compatible
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renderpass = &std::get<node::RenderpassNode>(nodes.emplace_back(std::in_place_type_t<node::RenderpassNode>(), renderArea));
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renderPass = &std::get<node::RenderPassNode>(nodes.emplace_back(std::in_place_type_t<node::RenderPassNode>(), renderArea));
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return newRenderpass;
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return newRenderPass;
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}
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void CommandExecutor::AddSubpass(const std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &function, vk::Rect2D renderArea, std::vector<TextureView> inputAttachments, std::vector<TextureView> colorAttachments, std::optional<TextureView> depthStencilAttachment) {
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@ -28,22 +28,22 @@ namespace skyline::gpu::interconnect {
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if (depthStencilAttachment)
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syncTextures.emplace(depthStencilAttachment->backing.get());
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bool newRenderpass{CreateRenderpass(renderArea)};
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renderpass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
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if (newRenderpass)
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bool newRenderPass{CreateRenderPass(renderArea)};
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renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
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if (newRenderPass)
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nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), function);
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else
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nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), function);
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}
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void CommandExecutor::AddClearColorSubpass(TextureView attachment, const vk::ClearColorValue &value) {
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bool newRenderpass{CreateRenderpass(vk::Rect2D{
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bool newRenderPass{CreateRenderPass(vk::Rect2D{
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.extent = attachment.backing->dimensions,
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})};
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renderpass->AddSubpass({}, attachment, nullptr);
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renderPass->AddSubpass({}, attachment, nullptr);
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if (renderpass->ClearColorAttachment(0, value)) {
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if (!newRenderpass)
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if (renderPass->ClearColorAttachment(0, value)) {
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if (!newRenderPass)
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nodes.emplace_back(std::in_place_type_t<node::NextSubpassNode>());
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} else {
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auto function{[scissor = attachment.backing->dimensions, value](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &) {
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@ -58,7 +58,7 @@ namespace skyline::gpu::interconnect {
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});
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}};
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if (newRenderpass)
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if (newRenderPass)
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nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), function);
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else
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nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), function);
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@ -69,9 +69,9 @@ namespace skyline::gpu::interconnect {
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if (!nodes.empty()) {
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TRACE_EVENT("gpu", "CommandExecutor::Execute");
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if (renderpass) {
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nodes.emplace_back(std::in_place_type_t<node::RenderpassEndNode>());
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renderpass = nullptr;
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if (renderPass) {
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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renderPass = nullptr;
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}
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gpu.scheduler.SubmitWithCycle([this](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle) {
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@ -83,10 +83,10 @@ namespace skyline::gpu::interconnect {
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#define NODE(name) [&](name& node) { node(commandBuffer, cycle, gpu); }
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std::visit(VariantVisitor{
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NODE(FunctionNode),
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NODE(RenderpassNode),
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NODE(RenderPassNode),
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NODE(NextSubpassNode),
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NODE(NextSubpassFunctionNode),
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NODE(RenderpassEndNode),
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NODE(RenderPassEndNode),
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}, node);
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#undef NODE
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}
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@ -16,13 +16,13 @@ namespace skyline::gpu::interconnect {
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private:
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GPU &gpu;
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boost::container::stable_vector<node::NodeVariant> nodes;
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node::RenderpassNode *renderpass{};
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node::RenderPassNode *renderPass{};
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std::unordered_set<Texture*> syncTextures; //!< All textures that need to be synced prior to and after execution
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/**
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* @return If a new renderpass was created by the function or the current one was reused as it was compatible
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* @return If a new render pass was created by the function or the current one was reused as it was compatible
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*/
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bool CreateRenderpass(vk::Rect2D renderArea);
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bool CreateRenderPass(vk::Rect2D renderArea);
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public:
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CommandExecutor(const DeviceState &state);
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@ -4,16 +4,16 @@
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#include "command_nodes.h"
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namespace skyline::gpu::interconnect::node {
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RenderpassNode::Storage::~Storage() {
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RenderPassNode::Storage::~Storage() {
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if (device) {
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if (framebuffer)
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(**device).destroy(framebuffer, nullptr, *device->getDispatcher());
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if (renderpass)
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(**device).destroy(renderpass, nullptr, *device->getDispatcher());
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if (renderPass)
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(**device).destroy(renderPass, nullptr, *device->getDispatcher());
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}
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}
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u32 RenderpassNode::AddAttachment(TextureView &view) {
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u32 RenderPassNode::AddAttachment(TextureView &view) {
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auto &textures{storage->textures};
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auto texture{std::find(textures.begin(), textures.end(), view.backing)};
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if (texture == textures.end())
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@ -29,43 +29,47 @@ namespace skyline::gpu::interconnect::node {
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.initialLayout = view.backing->layout,
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.finalLayout = view.backing->layout,
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});
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return attachments.size() - 1;
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return static_cast<u32>(attachments.size() - 1);
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} else {
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// If we've got a match from a previous subpass, we need to preserve the attachment till the current subpass
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auto attachmentIndex{std::distance(attachments.begin(), attachment)};
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auto it{subpassDescriptions.begin()};
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for (; it != subpassDescriptions.end(); it++) {
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auto getSubpassAttachmentRange{[this] (const vk::SubpassDescription& subpassDescription) {
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// Find the bounds for the attachment references belonging to the current subpass
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auto referenceBeginIt{attachmentReferences.begin()};
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referenceBeginIt += reinterpret_cast<uintptr_t>(it->pInputAttachments) / sizeof(vk::AttachmentReference);
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referenceBeginIt += reinterpret_cast<uintptr_t>(subpassDescription.pInputAttachments) / sizeof(vk::AttachmentReference);
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auto referenceEndIt{referenceBeginIt + it->inputAttachmentCount + it->colorAttachmentCount}; // We depend on all attachments being contiguous for a subpass, this will horribly break if that assumption is broken
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if (reinterpret_cast<uintptr_t>(it->pDepthStencilAttachment) != NoDepthStencil)
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auto referenceEndIt{referenceBeginIt + subpassDescription.inputAttachmentCount + subpassDescription.colorAttachmentCount}; // We depend on all attachments being contiguous for a subpass, this will horribly break if that assumption is broken
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if (reinterpret_cast<uintptr_t>(subpassDescription.pDepthStencilAttachment) != NoDepthStencil)
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referenceEndIt++;
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return std::make_pair(referenceBeginIt, referenceEndIt);
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}};
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// We want to find the first subpass that utilizes the attachment we want to preserve
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for (; it != subpassDescriptions.end(); it++) {
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auto [attachmentReferenceBegin, attachmentReferenceEnd]{getSubpassAttachmentRange(*it)};
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// Iterate over all attachment references in the current subpass to see if they point to our target attachment
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if (std::find_if(referenceBeginIt, referenceEndIt, [&](const vk::AttachmentReference &reference) {
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if (std::find_if(attachmentReferenceBegin, attachmentReferenceEnd, [&](const vk::AttachmentReference &reference) {
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return reference.attachment == attachmentIndex;
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}) != referenceEndIt)
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break; // The iterator should be set to the first subpass that utilizes the attachment we want to preserve
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}) != attachmentReferenceEnd)
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break;
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}
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if (it == subpassDescriptions.end())
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// We should never have a case where an attachment is bound to the render pass but not utilized by any subpass
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throw exception("Cannot find corresponding subpass for attachment #{}", attachmentIndex);
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// We want to preserve the attachment for all subpasses till the current subpass
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auto lastUsageIt{it}; //!< The last subpass that the attachment has been used in for creating a dependency
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for (; it != subpassDescriptions.end(); it++) {
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auto referenceBeginIt{attachmentReferences.begin()};
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referenceBeginIt += reinterpret_cast<uintptr_t>(it->pInputAttachments) / sizeof(vk::AttachmentReference);
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auto [attachmentReferenceBegin, attachmentReferenceEnd]{getSubpassAttachmentRange(*it)};
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auto referenceEndIt{referenceBeginIt + it->inputAttachmentCount + it->colorAttachmentCount};
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if (reinterpret_cast<uintptr_t>(it->pDepthStencilAttachment) != NoDepthStencil)
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referenceEndIt++;
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if (std::find_if(referenceBeginIt, referenceEndIt, [&](const vk::AttachmentReference &reference) {
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if (std::find_if(attachmentReferenceBegin, attachmentReferenceEnd, [&](const vk::AttachmentReference &reference) {
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return reference.attachment == attachmentIndex;
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}) != referenceEndIt) {
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}) != attachmentReferenceEnd) {
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lastUsageIt = it;
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continue; // If a subpass uses an attachment then it doesn't need to be preserved
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}
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@ -75,6 +79,7 @@ namespace skyline::gpu::interconnect::node {
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subpassPreserveAttachments.push_back(attachmentIndex);
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}
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// We want to ensure writes to the attachment from the last subpass using it are complete prior to using it in the latest subpass
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vk::SubpassDependency dependency{
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.srcSubpass = static_cast<u32>(std::distance(subpassDescriptions.begin(), lastUsageIt)),
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.dstSubpass = static_cast<uint32_t>(subpassDescriptions.size()), // We assume that the next subpass is using the attachment
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@ -92,7 +97,7 @@ namespace skyline::gpu::interconnect::node {
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}
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}
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void RenderpassNode::AddSubpass(span<TextureView> inputAttachments, span<TextureView> colorAttachments, TextureView *depthStencilAttachment) {
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void RenderPassNode::AddSubpass(span<TextureView> inputAttachments, span<TextureView> colorAttachments, TextureView *depthStencilAttachment) {
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attachmentReferences.reserve(attachmentReferences.size() + inputAttachments.size() + colorAttachments.size() + (depthStencilAttachment ? 1 : 0));
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auto inputAttachmentsOffset{attachmentReferences.size() * sizeof(vk::AttachmentReference)};
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@ -132,7 +137,7 @@ namespace skyline::gpu::interconnect::node {
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});
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}
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bool RenderpassNode::ClearColorAttachment(u32 colorAttachment, const vk::ClearColorValue &value) {
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bool RenderPassNode::ClearColorAttachment(u32 colorAttachment, const vk::ClearColorValue &value) {
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auto attachmentReference{RebasePointer(attachmentReferences, subpassDescriptions.back().pColorAttachments) + colorAttachment};
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auto attachmentIndex{attachmentReference->attachment};
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@ -155,7 +160,7 @@ namespace skyline::gpu::interconnect::node {
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return false;
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}
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void RenderpassNode::operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) {
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void RenderPassNode::operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) {
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storage->device = &gpu.vkDevice;
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auto preserveAttachmentIt{preserveAttachmentReferences.begin()};
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@ -181,7 +186,7 @@ namespace skyline::gpu::interconnect::node {
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texture->WaitOnFence();
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}
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auto renderpass{(*gpu.vkDevice).createRenderPass(vk::RenderPassCreateInfo{
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auto renderPass{(*gpu.vkDevice).createRenderPass(vk::RenderPassCreateInfo{
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.attachmentCount = static_cast<u32>(attachmentDescriptions.size()),
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.pAttachments = attachmentDescriptions.data(),
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.subpassCount = static_cast<u32>(subpassDescriptions.size()),
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@ -189,10 +194,10 @@ namespace skyline::gpu::interconnect::node {
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.dependencyCount = static_cast<u32>(subpassDependencies.size()),
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.pDependencies = subpassDependencies.data(),
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}, nullptr, *gpu.vkDevice.getDispatcher())};
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storage->renderpass = renderpass;
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storage->renderPass = renderPass;
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auto framebuffer{(*gpu.vkDevice).createFramebuffer(vk::FramebufferCreateInfo{
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.renderPass = renderpass,
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.renderPass = renderPass,
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.attachmentCount = static_cast<u32>(attachments.size()),
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.pAttachments = attachments.data(),
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.width = renderArea.extent.width,
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@ -202,7 +207,7 @@ namespace skyline::gpu::interconnect::node {
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storage->framebuffer = framebuffer;
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commandBuffer.beginRenderPass(vk::RenderPassBeginInfo{
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.renderPass = renderpass,
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.renderPass = renderPass,
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.framebuffer = framebuffer,
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.renderArea = renderArea,
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.clearValueCount = static_cast<u32>(clearValues.size()),
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@ -24,9 +24,9 @@ namespace skyline::gpu::interconnect::node {
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using FunctionNode = FunctionNodeBase<>;
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/**
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* @brief Creates and begins a VkRenderpass alongside managing all resources bound to it and to the subpasses inside it
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* @brief Creates and begins a VkRenderPass alongside managing all resources bound to it and to the subpasses inside it
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*/
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struct RenderpassNode {
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struct RenderPassNode {
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private:
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/**
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* @brief Storage for all resources in the VkRenderPass that have their lifetimes bond to the completion fence
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@ -34,7 +34,7 @@ namespace skyline::gpu::interconnect::node {
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struct Storage : public FenceCycleDependency {
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vk::raii::Device *device{};
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vk::Framebuffer framebuffer{};
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vk::RenderPass renderpass{};
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vk::RenderPass renderPass{};
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std::vector<std::shared_ptr<Texture>> textures;
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~Storage();
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@ -65,7 +65,7 @@ namespace skyline::gpu::interconnect::node {
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vk::Rect2D renderArea;
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std::vector<vk::ClearValue> clearValues;
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RenderpassNode(vk::Rect2D renderArea) : storage(std::make_shared<Storage>()), renderArea(renderArea) {}
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RenderPassNode(vk::Rect2D renderArea) : storage(std::make_shared<Storage>()), renderArea(renderArea) {}
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/**
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* @note Any preservation of attachments from previous subpasses is automatically handled by this
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@ -90,7 +90,7 @@ namespace skyline::gpu::interconnect::node {
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};
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/**
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* @brief A node which progresses to the next subpass during a renderpass
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* @brief A node which progresses to the next subpass during a render pass
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*/
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struct NextSubpassNode {
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void operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) {
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@ -111,13 +111,13 @@ namespace skyline::gpu::interconnect::node {
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};
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/**
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* @brief Ends a VkRenderpass that would be created prior with RenderpassNode
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* @brief Ends a VkRenderPass that would be created prior with RenderPassNode
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*/
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struct RenderpassEndNode {
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struct RenderPassEndNode {
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void operator()(vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &gpu) {
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commandBuffer.endRenderPass();
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}
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};
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using NodeVariant = std::variant<FunctionNode, RenderpassNode, NextSubpassNode, NextSubpassFunctionNode, RenderpassEndNode>; //!< A variant encompassing all command nodes types
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using NodeVariant = std::variant<FunctionNode, RenderPassNode, NextSubpassNode, NextSubpassFunctionNode, RenderPassEndNode>; //!< A variant encompassing all command nodes types
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}
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