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test/source/blender/gpu/vulkan/vk_pipeline.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

218 lines
8.6 KiB
C++

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