Current implementation of the Color Blend State worked for framebuffers with a single attachment. This PR adds support for Color Blend State for multiple attachments. It is assumed that the Blend State is the same for all attachments. NOTE: Integer based attachments aren't yet supported. In OpenGL it is assumed that Integer based attachments aren't blended. It is currently to early to tell if this is also the case for Vulkan. If this assumption is incorrect we should use multi blend state. Pull Request: https://projects.blender.org/blender/blender/pulls/108419
217 lines
8.6 KiB
C++
217 lines
8.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2023 Blender Foundation */
|
|
|
|
/** \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
|