blob: a263b776d1ee47e9fbe6f76ea27d78814667c4a3 [file] [log] [blame]
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "vk/GrVkPipelineStateBuilder.h"
#include "GrContext.h"
#include "GrContextPriv.h"
#include "GrShaderCaps.h"
#include "vk/GrVkDescriptorSetManager.h"
#include "vk/GrVkGpu.h"
#include "vk/GrVkRenderPass.h"
GrVkPipelineState* GrVkPipelineStateBuilder::CreatePipelineState(
GrVkGpu* gpu,
const GrPipeline& pipeline,
const GrStencilSettings& stencil,
const GrPrimitiveProcessor& primProc,
GrPrimitiveType primitiveType,
GrVkPipelineState::Desc* desc,
const GrVkRenderPass& renderPass) {
// create a builder. This will be handed off to effects so they can use it to add
// uniforms, varyings, textures, etc
GrVkPipelineStateBuilder builder(gpu, pipeline, primProc, desc);
if (!builder.emitAndInstallProcs()) {
builder.cleanupFragmentProcessors();
return nullptr;
}
return builder.finalize(stencil, primitiveType, renderPass, desc);
}
GrVkPipelineStateBuilder::GrVkPipelineStateBuilder(GrVkGpu* gpu,
const GrPipeline& pipeline,
const GrPrimitiveProcessor& primProc,
GrProgramDesc* desc)
: INHERITED(pipeline, primProc, desc)
, fGpu(gpu)
, fVaryingHandler(this)
, fUniformHandler(this) {
}
const GrCaps* GrVkPipelineStateBuilder::caps() const {
return fGpu->caps();
}
void GrVkPipelineStateBuilder::finalizeFragmentOutputColor(GrShaderVar& outputColor) {
outputColor.addLayoutQualifier("location = 0, index = 0");
}
void GrVkPipelineStateBuilder::finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {
outputColor.addLayoutQualifier("location = 0, index = 1");
}
bool GrVkPipelineStateBuilder::createVkShaderModule(VkShaderStageFlagBits stage,
const GrGLSLShaderBuilder& builder,
VkShaderModule* shaderModule,
VkPipelineShaderStageCreateInfo* stageInfo,
const SkSL::Program::Settings& settings,
GrVkPipelineState::Desc* desc) {
SkString shaderString;
for (int i = 0; i < builder.fCompilerStrings.count(); ++i) {
if (builder.fCompilerStrings[i]) {
shaderString.append(builder.fCompilerStrings[i]);
shaderString.append("\n");
}
}
SkSL::Program::Inputs inputs;
bool result = GrCompileVkShaderModule(fGpu, shaderString.c_str(), stage, shaderModule,
stageInfo, settings, &inputs);
if (!result) {
return false;
}
if (inputs.fRTHeight) {
this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
}
if (inputs.fFlipY) {
desc->setSurfaceOriginKey(GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin(
this->pipeline().proxy()->origin()));
desc->finalize();
}
return result;
}
GrVkPipelineState* GrVkPipelineStateBuilder::finalize(const GrStencilSettings& stencil,
GrPrimitiveType primitiveType,
const GrVkRenderPass& renderPass,
GrVkPipelineState::Desc* desc) {
VkDescriptorSetLayout dsLayout[3];
VkPipelineLayout pipelineLayout;
VkShaderModule vertShaderModule = VK_NULL_HANDLE;
VkShaderModule geomShaderModule = VK_NULL_HANDLE;
VkShaderModule fragShaderModule = VK_NULL_HANDLE;
GrVkResourceProvider& resourceProvider = fGpu->resourceProvider();
// These layouts are not owned by the PipelineStateBuilder and thus should not be destroyed
dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = resourceProvider.getUniformDSLayout();
GrVkDescriptorSetManager::Handle samplerDSHandle;
resourceProvider.getSamplerDescriptorSetHandle(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
fUniformHandler, &samplerDSHandle);
dsLayout[GrVkUniformHandler::kSamplerDescSet] =
resourceProvider.getSamplerDSLayout(samplerDSHandle);
GrVkDescriptorSetManager::Handle texelBufferDSHandle;
resourceProvider.getSamplerDescriptorSetHandle(VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER,
fUniformHandler, &texelBufferDSHandle);
dsLayout[GrVkUniformHandler::kTexelBufferDescSet] =
resourceProvider.getSamplerDSLayout(texelBufferDSHandle);
// Create the VkPipelineLayout
VkPipelineLayoutCreateInfo layoutCreateInfo;
memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags));
layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layoutCreateInfo.pNext = 0;
layoutCreateInfo.flags = 0;
layoutCreateInfo.setLayoutCount = 3;
layoutCreateInfo.pSetLayouts = dsLayout;
layoutCreateInfo.pushConstantRangeCount = 0;
layoutCreateInfo.pPushConstantRanges = nullptr;
GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreatePipelineLayout(fGpu->device(),
&layoutCreateInfo,
nullptr,
&pipelineLayout));
// We need to enable the following extensions so that the compiler can correctly make spir-v
// from our glsl shaders.
fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
this->finalizeShaders();
VkPipelineShaderStageCreateInfo shaderStageInfo[3];
SkSL::Program::Settings settings;
settings.fCaps = this->caps()->shaderCaps();
settings.fFlipY = this->pipeline().proxy()->origin() != kTopLeft_GrSurfaceOrigin;
settings.fSharpenTextures = this->gpu()->getContext()->contextPriv().sharpenMipmappedTextures();
SkAssertResult(this->createVkShaderModule(VK_SHADER_STAGE_VERTEX_BIT,
fVS,
&vertShaderModule,
&shaderStageInfo[0],
settings,
desc));
SkAssertResult(this->createVkShaderModule(VK_SHADER_STAGE_FRAGMENT_BIT,
fFS,
&fragShaderModule,
&shaderStageInfo[1],
settings,
desc));
int numShaderStages = 2; // We always have at least vertex and fragment stages.
if (this->primitiveProcessor().willUseGeoShader()) {
SkAssertResult(this->createVkShaderModule(VK_SHADER_STAGE_GEOMETRY_BIT,
fGS,
&geomShaderModule,
&shaderStageInfo[2],
settings,
desc));
++numShaderStages;
}
GrVkPipeline* pipeline = resourceProvider.createPipeline(fPipeline,
stencil,
fPrimProc,
shaderStageInfo,
numShaderStages,
primitiveType,
renderPass,
pipelineLayout);
GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), vertShaderModule,
nullptr));
GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), fragShaderModule,
nullptr));
// This if check should not be needed since calling destroy on a VK_NULL_HANDLE is allowed.
// However this is causing a crash in certain drivers (e.g. NVidia).
if (this->primitiveProcessor().willUseGeoShader()) {
GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), geomShaderModule,
nullptr));
}
if (!pipeline) {
GR_VK_CALL(fGpu->vkInterface(), DestroyPipelineLayout(fGpu->device(), pipelineLayout,
nullptr));
this->cleanupFragmentProcessors();
return nullptr;
}
return new GrVkPipelineState(fGpu,
*desc,
pipeline,
pipelineLayout,
samplerDSHandle,
texelBufferDSHandle,
fUniformHandles,
fUniformHandler.fUniforms,
fUniformHandler.fCurrentGeometryUBOOffset,
fUniformHandler.fCurrentFragmentUBOOffset,
(uint32_t)fUniformHandler.numSamplers(),
(uint32_t)fUniformHandler.numTexelBuffers(),
std::move(fGeometryProcessor),
std::move(fXferProcessor),
fFragmentProcessors);
}