dawn-cmake/src/backend/vulkan/RenderPipelineVk.cpp

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