// Copyright 2018 The Dawn Authors // // 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 "dawn_native/vulkan/RenderPipelineVk.h" #include "dawn_native/vulkan/BlendStateVk.h" #include "dawn_native/vulkan/DepthStencilStateVk.h" #include "dawn_native/vulkan/DeviceVk.h" #include "dawn_native/vulkan/FencedDeleter.h" #include "dawn_native/vulkan/InputStateVk.h" #include "dawn_native/vulkan/PipelineLayoutVk.h" #include "dawn_native/vulkan/RenderPassCache.h" #include "dawn_native/vulkan/RenderPassDescriptorVk.h" #include "dawn_native/vulkan/ShaderModuleVk.h" namespace dawn_native { namespace vulkan { namespace { VkPrimitiveTopology VulkanPrimitiveTopology(dawn::PrimitiveTopology topology) { switch (topology) { case dawn::PrimitiveTopology::PointList: return VK_PRIMITIVE_TOPOLOGY_POINT_LIST; case dawn::PrimitiveTopology::LineList: return VK_PRIMITIVE_TOPOLOGY_LINE_LIST; case dawn::PrimitiveTopology::LineStrip: return VK_PRIMITIVE_TOPOLOGY_LINE_STRIP; case dawn::PrimitiveTopology::TriangleList: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; case dawn::PrimitiveTopology::TriangleStrip: return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; default: UNREACHABLE(); } } } // anonymous namespace RenderPipeline::RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor) : RenderPipelineBase(device, descriptor) { // 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]; { 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].pSpecializationInfo = nullptr; shaderStages[0].module = ToBackend(descriptor->vertexStage->module)->GetHandle(); shaderStages[0].pName = descriptor->vertexStage->entryPoint; 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].pSpecializationInfo = nullptr; shaderStages[1].module = ToBackend(descriptor->fragmentStage->module)->GetHandle(); shaderStages[1].pName = descriptor->fragmentStage->entryPoint; } VkPipelineInputAssemblyStateCreateInfo inputAssembly; inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; inputAssembly.pNext = nullptr; inputAssembly.flags = 0; inputAssembly.topology = VulkanPrimitiveTopology(GetPrimitiveTopology()); // Primitive restart is always enabled in Dawn (because of Metal) 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; // Initialize the "blend state info" that will be chained in the "create info" from the data // pre-computed in the BlendState std::array colorBlendAttachments; for (uint32_t i : IterateBitSet(GetColorAttachmentsMask())) { colorBlendAttachments[i] = ToBackend(GetBlendState(i))->GetState(); } VkPipelineColorBlendStateCreateInfo colorBlend; colorBlend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; colorBlend.pNext = nullptr; colorBlend.flags = 0; // LogicOp isn't supported so we disable it. colorBlend.logicOpEnable = VK_FALSE; colorBlend.logicOp = VK_LOGIC_OP_CLEAR; // TODO(cwallez@chromium.org): Do we allow holes in the color attachments? colorBlend.attachmentCount = static_cast(GetColorAttachmentsMask().count()); colorBlend.pAttachments = colorBlendAttachments.data(); // The blend constant is always dynamic so we fill in a dummy value 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. 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())) { query.SetColor(i, GetColorAttachmentFormat(i), dawn::LoadOp::Load); } if (HasDepthStencilAttachment()) { query.SetDepthStencil(GetDepthStencilFormat(), dawn::LoadOp::Load, dawn::LoadOp::Load); } renderPass = device->GetRenderPassCache()->GetRenderPass(query); } // 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; createInfo.pDepthStencilState = ToBackend(GetDepthStencilState())->GetCreateInfo(); createInfo.pColorBlendState = &colorBlend; createInfo.pDynamicState = &dynamic; createInfo.layout = ToBackend(GetLayout())->GetHandle(); createInfo.renderPass = renderPass; createInfo.subpass = 0; createInfo.basePipelineHandle = VK_NULL_HANDLE; createInfo.basePipelineIndex = -1; if (device->fn.CreateGraphicsPipelines(device->GetVkDevice(), VK_NULL_HANDLE, 1, &createInfo, nullptr, &mHandle) != VK_SUCCESS) { ASSERT(false); } } RenderPipeline::~RenderPipeline() { if (mHandle != VK_NULL_HANDLE) { ToBackend(GetDevice())->GetFencedDeleter()->DeleteWhenUnused(mHandle); mHandle = VK_NULL_HANDLE; } } VkPipeline RenderPipeline::GetHandle() const { return mHandle; } }} // namespace dawn_native::vulkan