Files
test2/source/blender/gpu/vulkan/vk_pipeline.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

218 lines
8.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* 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;
VkViewport viewport = framebuffer.vk_viewport_get();
viewport_state.pViewports = &viewport;
viewport_state.viewportCount = 1;
VkRect2D scissor = framebuffer.vk_render_area_get();
viewport_state.pScissors = &scissor;
viewport_state.scissorCount = 1;
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