2018-01-09 18:50:07 +00:00
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/vulkan/RenderPipelineVk.h"
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2018-02-02 16:26:51 +00:00
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#include "backend/vulkan/BlendStateVk.h"
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2018-01-09 18:50:07 +00:00
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#include "backend/vulkan/FencedDeleter.h"
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#include "backend/vulkan/InputStateVk.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/ShaderModuleVk.h"
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#include "backend/vulkan/VulkanBackend.h"
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namespace backend { namespace vulkan {
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namespace {
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VkPrimitiveTopology VulkanPrimitiveTopology(nxt::PrimitiveTopology topology) {
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switch (topology) {
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case nxt::PrimitiveTopology::PointList:
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return VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
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case nxt::PrimitiveTopology::LineList:
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return VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
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case nxt::PrimitiveTopology::LineStrip:
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return VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
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case nxt::PrimitiveTopology::TriangleList:
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return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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case nxt::PrimitiveTopology::TriangleStrip:
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return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
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default:
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UNREACHABLE();
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}
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}
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} // anonymous namespace
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RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
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: RenderPipelineBase(builder), mDevice(ToBackend(builder->GetDevice())) {
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// Eventually a bunch of the structures that need to be chained in the create info will be
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// held by objects such as the BlendState. They aren't implemented yet so we initialize
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// everything here.
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VkPipelineShaderStageCreateInfo shaderStages[2];
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{
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const auto& vertexStageInfo = builder->GetStageInfo(nxt::ShaderStage::Vertex);
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const auto& fragmentStageInfo = builder->GetStageInfo(nxt::ShaderStage::Fragment);
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shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[0].pNext = nullptr;
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shaderStages[0].flags = 0;
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shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderStages[0].module = ToBackend(vertexStageInfo.module)->GetHandle();
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shaderStages[0].pName = vertexStageInfo.entryPoint.c_str();
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shaderStages[0].pSpecializationInfo = nullptr;
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shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[1].pNext = nullptr;
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shaderStages[1].flags = 0;
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].module = ToBackend(fragmentStageInfo.module)->GetHandle();
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shaderStages[1].pName = fragmentStageInfo.entryPoint.c_str();
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shaderStages[1].pSpecializationInfo = nullptr;
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}
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VkPipelineInputAssemblyStateCreateInfo inputAssembly;
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.pNext = nullptr;
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inputAssembly.flags = 0;
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inputAssembly.topology = VulkanPrimitiveTopology(GetPrimitiveTopology());
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// Primitive restart is always enabled in NXT (because of Metal)
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inputAssembly.primitiveRestartEnable = VK_TRUE;
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// A dummy viewport/scissor info. The validation layers force use to provide at least one
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// scissor and one viewport here, even if we choose to make them dynamic.
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VkViewport viewportDesc;
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viewportDesc.x = 0.0f;
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viewportDesc.y = 0.0f;
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viewportDesc.width = 1.0f;
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viewportDesc.height = 1.0f;
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viewportDesc.minDepth = 0.0f;
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viewportDesc.maxDepth = 1.0f;
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VkRect2D scissorRect;
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scissorRect.offset.x = 0;
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scissorRect.offset.y = 0;
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scissorRect.extent.width = 1;
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scissorRect.extent.height = 1;
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VkPipelineViewportStateCreateInfo viewport;
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viewport.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewport.pNext = nullptr;
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viewport.flags = 0;
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viewport.viewportCount = 1;
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viewport.pViewports = &viewportDesc;
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viewport.scissorCount = 1;
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viewport.pScissors = &scissorRect;
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VkPipelineRasterizationStateCreateInfo rasterization;
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rasterization.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterization.pNext = nullptr;
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rasterization.flags = 0;
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rasterization.depthClampEnable = VK_FALSE;
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rasterization.rasterizerDiscardEnable = VK_FALSE;
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rasterization.polygonMode = VK_POLYGON_MODE_FILL;
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rasterization.cullMode = VK_CULL_MODE_NONE;
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rasterization.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterization.depthBiasEnable = VK_FALSE;
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rasterization.depthBiasConstantFactor = 0.0f;
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rasterization.depthBiasClamp = 0.0f;
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rasterization.depthBiasSlopeFactor = 0.0f;
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rasterization.lineWidth = 1.0f;
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VkPipelineMultisampleStateCreateInfo multisample;
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multisample.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisample.pNext = nullptr;
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multisample.flags = 0;
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multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisample.sampleShadingEnable = VK_FALSE;
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multisample.minSampleShading = 0.0f;
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multisample.pSampleMask = nullptr;
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multisample.alphaToCoverageEnable = VK_FALSE;
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multisample.alphaToOneEnable = VK_FALSE;
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VkPipelineDepthStencilStateCreateInfo depthStencil;
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depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthStencil.pNext = nullptr;
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depthStencil.flags = 0;
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depthStencil.depthTestEnable = VK_TRUE;
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depthStencil.depthWriteEnable = VK_TRUE;
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depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
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depthStencil.depthBoundsTestEnable = VK_FALSE;
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depthStencil.stencilTestEnable = VK_FALSE;
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depthStencil.front.failOp = VK_STENCIL_OP_KEEP;
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depthStencil.front.passOp = VK_STENCIL_OP_KEEP;
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depthStencil.front.depthFailOp = VK_STENCIL_OP_KEEP;
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depthStencil.front.compareOp = VK_COMPARE_OP_NEVER;
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depthStencil.front.compareMask = 0;
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depthStencil.front.writeMask = 0;
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depthStencil.front.reference = 0;
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depthStencil.back.failOp = VK_STENCIL_OP_KEEP;
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depthStencil.back.passOp = VK_STENCIL_OP_KEEP;
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depthStencil.back.depthFailOp = VK_STENCIL_OP_KEEP;
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depthStencil.back.compareOp = VK_COMPARE_OP_NEVER;
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depthStencil.back.compareMask = 0;
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depthStencil.back.writeMask = 0;
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depthStencil.back.reference = 0;
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depthStencil.minDepthBounds = 0.0f;
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depthStencil.maxDepthBounds = 0.0f;
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2018-02-02 16:26:51 +00:00
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// Initialize the "blend state info" that will be chained in the "create info" from the data
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// pre-computed in the BlendState
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const auto& subpassInfo = GetRenderPass()->GetSubpassInfo(GetSubPass());
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2018-01-09 18:50:07 +00:00
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std::array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments;
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2018-02-02 16:26:51 +00:00
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for (uint32_t i : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
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colorBlendAttachments[i] = ToBackend(GetBlendState(i))->GetState();
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2018-01-09 18:50:07 +00:00
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}
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VkPipelineColorBlendStateCreateInfo colorBlend;
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colorBlend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlend.pNext = nullptr;
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colorBlend.flags = 0;
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2018-02-02 16:26:51 +00:00
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// LogicOp isn't supported so we disable it.
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2018-01-09 18:50:07 +00:00
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colorBlend.logicOpEnable = VK_FALSE;
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colorBlend.logicOp = VK_LOGIC_OP_CLEAR;
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2018-02-02 16:26:51 +00:00
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// TODO(cwallez@chromium.org): Do we allow holes in the color attachments?
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colorBlend.attachmentCount = static_cast<uint32_t>(subpassInfo.colorAttachmentsSet.count());
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2018-01-09 18:50:07 +00:00
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colorBlend.pAttachments = colorBlendAttachments.data();
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2018-02-02 16:26:51 +00:00
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// The blend constant is always dynamic so we fill in a dummy value
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colorBlend.blendConstants[0] = 0.0f;
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colorBlend.blendConstants[1] = 0.0f;
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colorBlend.blendConstants[2] = 0.0f;
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colorBlend.blendConstants[3] = 0.0f;
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2018-02-05 20:37:02 +00:00
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// Tag all state as dynamic but stencil masks.
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2018-01-09 18:50:07 +00:00
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VkDynamicState dynamicStates[] = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR,
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VK_DYNAMIC_STATE_LINE_WIDTH,
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VK_DYNAMIC_STATE_DEPTH_BIAS,
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VK_DYNAMIC_STATE_BLEND_CONSTANTS,
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VK_DYNAMIC_STATE_DEPTH_BOUNDS,
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VK_DYNAMIC_STATE_STENCIL_REFERENCE,
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};
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VkPipelineDynamicStateCreateInfo dynamic;
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dynamic.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamic.pNext = nullptr;
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dynamic.flags = 0;
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dynamic.dynamicStateCount = sizeof(dynamicStates) / sizeof(dynamicStates[0]);
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dynamic.pDynamicStates = dynamicStates;
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// The create info chains in a bunch of things created on the stack here or inside state
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// objects.
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VkGraphicsPipelineCreateInfo createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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createInfo.pNext = nullptr;
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createInfo.flags = 0;
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createInfo.stageCount = 2;
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createInfo.pStages = shaderStages;
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createInfo.pVertexInputState = ToBackend(GetInputState())->GetCreateInfo();
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createInfo.pInputAssemblyState = &inputAssembly;
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createInfo.pTessellationState = nullptr;
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createInfo.pViewportState = &viewport;
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createInfo.pRasterizationState = &rasterization;
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createInfo.pMultisampleState = &multisample;
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createInfo.pDepthStencilState = &depthStencil;
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createInfo.pColorBlendState = &colorBlend;
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createInfo.pDynamicState = &dynamic;
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createInfo.layout = ToBackend(GetLayout())->GetHandle();
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createInfo.renderPass = ToBackend(GetRenderPass())->GetHandle();
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createInfo.subpass = GetSubPass();
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createInfo.basePipelineHandle = VK_NULL_HANDLE;
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createInfo.basePipelineIndex = -1;
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if (mDevice->fn.CreateGraphicsPipelines(mDevice->GetVkDevice(), VK_NULL_HANDLE, 1,
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&createInfo, nullptr, &mHandle) != VK_SUCCESS) {
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ASSERT(false);
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}
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}
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RenderPipeline::~RenderPipeline() {
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if (mHandle != VK_NULL_HANDLE) {
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mDevice->GetFencedDeleter()->DeleteWhenUnused(mHandle);
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mHandle = VK_NULL_HANDLE;
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}
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}
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VkPipeline RenderPipeline::GetHandle() const {
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return mHandle;
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}
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}} // namespace backend::vulkan
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