/* * 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 "vk/GrVkGpu.h" #include "vk/GrVkRenderPass.h" GrVkPipelineState* GrVkPipelineStateBuilder::CreatePipelineState( GrVkGpu* gpu, const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, GrPrimitiveType primitiveType, const 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.fProgramDesc); GrGLSLExpr4 inputColor; GrGLSLExpr4 inputCoverage; if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) { builder.cleanupFragmentProcessors(); return nullptr; } return builder.finalize(primitiveType, renderPass, desc); } GrVkPipelineStateBuilder::GrVkPipelineStateBuilder(GrVkGpu* gpu, const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, const GrVkProgramDesc& desc) : INHERITED(pipeline, primProc, desc) , fGpu(gpu) , fVaryingHandler(this) , fUniformHandler(this) { } const GrCaps* GrVkPipelineStateBuilder::caps() const { return fGpu->caps(); } const GrGLSLCaps* GrVkPipelineStateBuilder::glslCaps() const { return fGpu->vkCaps().glslCaps(); } void GrVkPipelineStateBuilder::finalizeFragmentOutputColor(GrGLSLShaderVar& outputColor) { outputColor.setLayoutQualifier("location = 0, index = 0"); } void GrVkPipelineStateBuilder::finalizeFragmentSecondaryColor(GrGLSLShaderVar& outputColor) { outputColor.setLayoutQualifier("location = 0, index = 1"); } VkShaderStageFlags visibility_to_vk_stage_flags(uint32_t visibility) { VkShaderStageFlags flags = 0; if (visibility & kVertex_GrShaderFlag) { flags |= VK_SHADER_STAGE_VERTEX_BIT; } if (visibility & kGeometry_GrShaderFlag) { flags |= VK_SHADER_STAGE_GEOMETRY_BIT; } if (visibility & kFragment_GrShaderFlag) { flags |= VK_SHADER_STAGE_FRAGMENT_BIT; } return flags; } shaderc_shader_kind vk_shader_stage_to_shaderc_kind(VkShaderStageFlagBits stage) { if (VK_SHADER_STAGE_VERTEX_BIT == stage) { return shaderc_glsl_vertex_shader; } SkASSERT(VK_SHADER_STAGE_FRAGMENT_BIT == stage); return shaderc_glsl_fragment_shader; } bool GrVkPipelineStateBuilder::CreateVkShaderModule(const GrVkGpu* gpu, VkShaderStageFlagBits stage, const GrGLSLShaderBuilder& builder, VkShaderModule* shaderModule, VkPipelineShaderStageCreateInfo* stageInfo) { SkString shaderString; for (int i = 0; i < builder.fCompilerStrings.count(); ++i) { if (builder.fCompilerStrings[i]) { shaderString.append(builder.fCompilerStrings[i]); shaderString.append("\n"); } } VkShaderModuleCreateInfo moduleCreateInfo; memset(&moduleCreateInfo, 0, sizeof(VkShaderModuleCreateInfo)); moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; moduleCreateInfo.pNext = nullptr; moduleCreateInfo.flags = 0; shaderc_compilation_result_t result = nullptr; if (gpu->vkCaps().canUseGLSLForShaderModule()) { moduleCreateInfo.codeSize = strlen(shaderString.c_str()); moduleCreateInfo.pCode = (const uint32_t*)shaderString.c_str(); } else { shaderc_compiler_t compiler = gpu->shadercCompiler(); shaderc_compile_options_t options = shaderc_compile_options_initialize(); shaderc_shader_kind shadercStage = vk_shader_stage_to_shaderc_kind(stage); result = shaderc_compile_into_spv(compiler, shaderString.c_str(), strlen(shaderString.c_str()), shadercStage, "shader", "main", options); shaderc_compile_options_release(options); #ifdef SK_DEBUG if (shaderc_result_get_num_errors(result)) { SkDebugf("%s\n", shaderString.c_str()); SkDebugf("%s\n", shaderc_result_get_error_message(result)); return false; } #endif moduleCreateInfo.codeSize = shaderc_result_get_length(result); moduleCreateInfo.pCode = (const uint32_t*)shaderc_result_get_bytes(result); } VkResult err = GR_VK_CALL(gpu->vkInterface(), CreateShaderModule(gpu->device(), &moduleCreateInfo, nullptr, shaderModule)); if (!gpu->vkCaps().canUseGLSLForShaderModule()) { shaderc_result_release(result); } if (err) { return false; } memset(stageInfo, 0, sizeof(VkPipelineShaderStageCreateInfo)); stageInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stageInfo->pNext = nullptr; stageInfo->flags = 0; stageInfo->stage = stage; stageInfo->module = *shaderModule; stageInfo->pName = "main"; stageInfo->pSpecializationInfo = nullptr; return true; } GrVkPipelineState* GrVkPipelineStateBuilder::finalize(GrPrimitiveType primitiveType, const GrVkRenderPass& renderPass, const GrVkPipelineState::Desc& desc) { VkDescriptorSetLayout dsLayout[2]; VkPipelineLayout pipelineLayout; VkShaderModule vertShaderModule; VkShaderModule fragShaderModule; uint32_t numSamplers = fSamplerUniforms.count(); SkAutoTDeleteArray dsSamplerBindings( new VkDescriptorSetLayoutBinding[numSamplers]); for (uint32_t i = 0; i < numSamplers; ++i) { UniformHandle uniHandle = fSamplerUniforms[i]; GrVkUniformHandler::UniformInfo uniformInfo = fUniformHandler.getUniformInfo(uniHandle); SkASSERT(kSampler2D_GrSLType == uniformInfo.fVariable.getType()); SkASSERT(GrVkUniformHandler::kSamplerDescSet == uniformInfo.fSetNumber); SkASSERT(uniformInfo.fBinding == i); dsSamplerBindings[i].binding = uniformInfo.fBinding; dsSamplerBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; dsSamplerBindings[i].descriptorCount = 1; dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(uniformInfo.fVisibility); dsSamplerBindings[i].pImmutableSamplers = nullptr; } VkDescriptorSetLayoutCreateInfo dsSamplerLayoutCreateInfo; memset(&dsSamplerLayoutCreateInfo, 0, sizeof(VkDescriptorSetLayoutCreateInfo)); dsSamplerLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsSamplerLayoutCreateInfo.pNext = nullptr; dsSamplerLayoutCreateInfo.flags = 0; dsSamplerLayoutCreateInfo.bindingCount = fSamplerUniforms.count(); // Setting to nullptr fixes an error in the param checker validation layer. Even though // bindingCount is 0 (which is valid), it still tries to validate pBindings unless it is null. dsSamplerLayoutCreateInfo.pBindings = fSamplerUniforms.count() ? dsSamplerBindings.get() : nullptr; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreateDescriptorSetLayout(fGpu->device(), &dsSamplerLayoutCreateInfo, nullptr, &dsLayout[GrVkUniformHandler::kSamplerDescSet])); // Create Uniform Buffer Descriptor // We always attach uniform buffers to descriptor set 1. The vertex uniform buffer will have // binding 0 and the fragment binding 1. VkDescriptorSetLayoutBinding dsUniBindings[2]; memset(&dsUniBindings, 0, 2 * sizeof(VkDescriptorSetLayoutBinding)); dsUniBindings[0].binding = GrVkUniformHandler::kVertexBinding; dsUniBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; dsUniBindings[0].descriptorCount = 1; dsUniBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; dsUniBindings[0].pImmutableSamplers = nullptr; dsUniBindings[1].binding = GrVkUniformHandler::kFragBinding; dsUniBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; dsUniBindings[1].descriptorCount = 1; dsUniBindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; dsUniBindings[1].pImmutableSamplers = nullptr; VkDescriptorSetLayoutCreateInfo dsUniformLayoutCreateInfo; memset(&dsUniformLayoutCreateInfo, 0, sizeof(VkDescriptorSetLayoutCreateInfo)); dsUniformLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsUniformLayoutCreateInfo.pNext = nullptr; dsUniformLayoutCreateInfo.flags = 0; dsUniformLayoutCreateInfo.bindingCount = 2; dsUniformLayoutCreateInfo.pBindings = dsUniBindings; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreateDescriptorSetLayout( fGpu->device(), &dsUniformLayoutCreateInfo, nullptr, &dsLayout[GrVkUniformHandler::kUniformBufferDescSet])); // 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 = 2; 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[2]; SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_VERTEX_BIT, fVS, &vertShaderModule, &shaderStageInfo[0])); SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_FRAGMENT_BIT, fFS, &fragShaderModule, &shaderStageInfo[1])); GrVkResourceProvider& resourceProvider = fGpu->resourceProvider(); GrVkPipeline* pipeline = resourceProvider.createPipeline(fPipeline, fPrimProc, shaderStageInfo, 2, primitiveType, renderPass, pipelineLayout); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), vertShaderModule, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), fragShaderModule, nullptr)); if (!pipeline) { GR_VK_CALL(fGpu->vkInterface(), DestroyPipelineLayout(fGpu->device(), pipelineLayout, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[0], nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[1], nullptr)); return nullptr; } return new GrVkPipelineState(fGpu, desc, pipeline, pipelineLayout, dsLayout, fUniformHandles, fUniformHandler.fUniforms, fUniformHandler.fCurrentVertexUBOOffset, fUniformHandler.fCurrentFragmentUBOOffset, numSamplers, fGeometryProcessor, fXferProcessor, fFragmentProcessors); }