VKPipeline class is deprecated and will be phased out in the near future. This PR moves the push constants to VKShader as it was wrongly placed in the pipeline. Pull Request: https://projects.blender.org/blender/blender/pulls/120980
193 lines
7.5 KiB
C++
193 lines
7.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_pipeline.hh"
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#include "vk_backend.hh"
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#include "vk_batch.hh"
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#include "vk_context.hh"
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#include "vk_framebuffer.hh"
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#include "vk_memory.hh"
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#include "vk_state_manager.hh"
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#include "vk_vertex_attribute_object.hh"
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namespace blender::gpu {
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VKPipeline::VKPipeline(VkPipeline vk_pipeline) : active_vk_pipeline_(vk_pipeline)
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{
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vk_pipelines_.append(vk_pipeline);
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}
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VKPipeline::~VKPipeline()
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{
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VK_ALLOCATION_CALLBACKS
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const VKDevice &device = VKBackend::get().device_get();
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for (VkPipeline vk_pipeline : vk_pipelines_) {
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vkDestroyPipeline(device.device_get(), vk_pipeline, vk_allocation_callbacks);
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}
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}
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VKPipeline VKPipeline::create_compute_pipeline(VkShaderModule compute_module,
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VkPipelineLayout &pipeline_layout)
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{
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VK_ALLOCATION_CALLBACKS
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const VKDevice &device = VKBackend::get().device_get();
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VkComputePipelineCreateInfo pipeline_info = {};
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pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
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pipeline_info.flags = 0;
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pipeline_info.stage = {};
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pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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pipeline_info.stage.flags = 0;
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pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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pipeline_info.stage.module = compute_module;
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pipeline_info.layout = pipeline_layout;
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pipeline_info.stage.pName = "main";
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VkPipeline vk_pipeline;
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if (vkCreateComputePipelines(device.device_get(),
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device.vk_pipeline_cache_get(),
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1,
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&pipeline_info,
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vk_allocation_callbacks,
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&vk_pipeline) != VK_SUCCESS)
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{
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return VKPipeline();
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}
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return VKPipeline(vk_pipeline);
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}
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VKPipeline VKPipeline::create_graphics_pipeline()
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{
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return VKPipeline();
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}
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VkPipeline VKPipeline::vk_handle() const
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{
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return active_vk_pipeline_;
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}
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bool VKPipeline::is_valid() const
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{
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return active_vk_pipeline_ != VK_NULL_HANDLE;
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}
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void VKPipeline::finalize(VKContext &context,
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VkShaderModule vertex_module,
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VkShaderModule geometry_module,
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VkShaderModule fragment_module,
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VkPipelineLayout &pipeline_layout,
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const GPUPrimType prim_type,
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const VKVertexAttributeObject &vertex_attribute_object)
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{
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BLI_assert(vertex_module != VK_NULL_HANDLE);
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VK_ALLOCATION_CALLBACKS
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Vector<VkPipelineShaderStageCreateInfo> pipeline_stages;
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VkPipelineShaderStageCreateInfo vertex_stage_info = {};
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vertex_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertex_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertex_stage_info.module = vertex_module;
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vertex_stage_info.pName = "main";
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pipeline_stages.append(vertex_stage_info);
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if (geometry_module != VK_NULL_HANDLE) {
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VkPipelineShaderStageCreateInfo geometry_stage_info = {};
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geometry_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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geometry_stage_info.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
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geometry_stage_info.module = geometry_module;
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geometry_stage_info.pName = "main";
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pipeline_stages.append(geometry_stage_info);
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}
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if (fragment_module != VK_NULL_HANDLE) {
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VkPipelineShaderStageCreateInfo fragment_stage_info = {};
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fragment_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragment_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragment_stage_info.module = fragment_module;
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fragment_stage_info.pName = "main";
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pipeline_stages.append(fragment_stage_info);
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}
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VKFrameBuffer &framebuffer = *context.active_framebuffer_get();
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framebuffer.vk_render_pass_ensure();
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VkGraphicsPipelineCreateInfo pipeline_create_info = {};
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pipeline_create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipeline_create_info.stageCount = pipeline_stages.size();
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pipeline_create_info.pStages = pipeline_stages.data();
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pipeline_create_info.layout = pipeline_layout;
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pipeline_create_info.renderPass = framebuffer.vk_render_pass_get();
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pipeline_create_info.subpass = 0;
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/* Vertex input state. */
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VkPipelineVertexInputStateCreateInfo vertex_input_state = {};
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vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertex_input_state.vertexBindingDescriptionCount = vertex_attribute_object.bindings.size();
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vertex_input_state.pVertexBindingDescriptions = vertex_attribute_object.bindings.data();
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vertex_input_state.vertexAttributeDescriptionCount = vertex_attribute_object.attributes.size();
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vertex_input_state.pVertexAttributeDescriptions = vertex_attribute_object.attributes.data();
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pipeline_create_info.pVertexInputState = &vertex_input_state;
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/* Input assembly state. */
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VkPipelineInputAssemblyStateCreateInfo pipeline_input_assembly = {};
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pipeline_input_assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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pipeline_input_assembly.topology = to_vk_primitive_topology(prim_type);
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pipeline_input_assembly.primitiveRestartEnable =
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ELEM(prim_type, GPU_PRIM_TRIS, GPU_PRIM_LINES, GPU_PRIM_POINTS, GPU_PRIM_LINES_ADJ) ?
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VK_FALSE :
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VK_TRUE;
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pipeline_create_info.pInputAssemblyState = &pipeline_input_assembly;
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/* Viewport state. */
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VkPipelineViewportStateCreateInfo viewport_state = {};
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viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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Array<VkViewport, 16> viewports = framebuffer.vk_viewports_get();
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viewport_state.pViewports = &viewports[0];
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viewport_state.viewportCount = viewports.size();
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Array<VkRect2D, 16> scissors = framebuffer.vk_render_areas_get();
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viewport_state.pScissors = &scissors[0];
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viewport_state.scissorCount = scissors.size();
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pipeline_create_info.pViewportState = &viewport_state;
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/* Multi-sample state. */
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VkPipelineMultisampleStateCreateInfo multisample_state = {};
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multisample_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisample_state.minSampleShading = 1.0f;
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pipeline_create_info.pMultisampleState = &multisample_state;
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/* States from the state manager. */
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VKPipelineStateManager &state_manager = state_manager_get();
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state_manager.finalize_color_blend_state(framebuffer);
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pipeline_create_info.pColorBlendState = &state_manager.pipeline_color_blend_state;
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pipeline_create_info.pRasterizationState = &state_manager.rasterization_state;
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pipeline_create_info.pDepthStencilState = &state_manager.depth_stencil_state;
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const VKDevice &device = VKBackend::get().device_get();
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vkCreateGraphicsPipelines(device.device_get(),
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device.vk_pipeline_cache_get(),
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1,
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&pipeline_create_info,
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vk_allocation_callbacks,
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&active_vk_pipeline_);
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/* TODO: we should cache several pipeline instances and detect pipelines we can reuse. This might
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* also be done using a VkPipelineCache. For now we just destroy any available pipeline so it
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* won't be overwritten by the newly created one. */
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vk_pipelines_.append(active_vk_pipeline_);
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debug::object_label(active_vk_pipeline_, "GraphicsPipeline");
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}
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void VKPipeline::bind(VKContext &context, VkPipelineBindPoint vk_pipeline_bind_point)
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{
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.bind(*this, vk_pipeline_bind_point);
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}
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} // namespace blender::gpu
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