blob: 323ea669463c35b1b897194d54f4ecdbe1a5f3ac [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 "vk/GrVkGpu.h"
#include "vk/GrVkRenderPass.h"
#if USE_SKSL
#include "SkSLCompiler.h"
#endif
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;
}
#if USE_SKSL
SkSL::Program::Kind vk_shader_stage_to_skiasl_kind(VkShaderStageFlagBits stage) {
if (VK_SHADER_STAGE_VERTEX_BIT == stage) {
return SkSL::Program::kVertex_Kind;
}
SkASSERT(VK_SHADER_STAGE_FRAGMENT_BIT == stage);
return SkSL::Program::kFragment_Kind;
}
#else
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;
}
#endif
#include <fstream>
#include <sstream>
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;
#if USE_SKSL
std::string code;
#else
shaderc_compilation_result_t result = nullptr;
#endif
if (gpu->vkCaps().canUseGLSLForShaderModule()) {
moduleCreateInfo.codeSize = strlen(shaderString.c_str());
moduleCreateInfo.pCode = (const uint32_t*)shaderString.c_str();
} else {
#if USE_SKSL
bool result = gpu->shaderCompiler()->toSPIRV(vk_shader_stage_to_skiasl_kind(stage),
std::string(shaderString.c_str()),
&code);
if (!result) {
SkDebugf("%s\n", gpu->shaderCompiler()->errorText().c_str());
return false;
}
moduleCreateInfo.codeSize = code.size();
moduleCreateInfo.pCode = (const uint32_t*) code.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 // SK_DEBUG
moduleCreateInfo.codeSize = shaderc_result_get_length(result);
moduleCreateInfo.pCode = (const uint32_t*)shaderc_result_get_bytes(result);
#endif // USE_SKSL
}
VkResult err = GR_VK_CALL(gpu->vkInterface(), CreateShaderModule(gpu->device(),
&moduleCreateInfo,
nullptr,
shaderModule));
if (!gpu->vkCaps().canUseGLSLForShaderModule()) {
#if !USE_SKSL
shaderc_result_release(result);
#endif
}
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 = (uint32_t)fUniformHandler.numSamplers();
SkAutoTDeleteArray<VkDescriptorSetLayoutBinding> dsSamplerBindings(
new VkDescriptorSetLayoutBinding[numSamplers]);
for (uint32_t i = 0; i < numSamplers; ++i) {
const GrVkGLSLSampler& sampler =
static_cast<const GrVkGLSLSampler&>(fUniformHandler.getSampler(i));
SkASSERT(sampler.binding() == i);
dsSamplerBindings[i].binding = sampler.binding();
dsSamplerBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
dsSamplerBindings[i].descriptorCount = 1;
dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(sampler.visibility());
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 = numSamplers;
// 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 = numSamplers ? dsSamplerBindings.get() : nullptr;
GR_VK_CALL_ERRCHECK(fGpu->vkInterface(),
CreateDescriptorSetLayout(fGpu->device(),
&dsSamplerLayoutCreateInfo,
nullptr,
&dsLayout[GrVkUniformHandler::kSamplerDescSet]));
// This layout is not owned by the PipelineStateBuilder and thus should no be destroyed
dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = fGpu->resourceProvider().getUniDSLayout();
// 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[GrVkUniformHandler::kSamplerDescSet],
nullptr));
this->cleanupFragmentProcessors();
return nullptr;
}
return new GrVkPipelineState(fGpu,
desc,
pipeline,
pipelineLayout,
dsLayout[GrVkUniformHandler::kSamplerDescSet],
fUniformHandles,
fUniformHandler.fUniforms,
fUniformHandler.fCurrentVertexUBOOffset,
fUniformHandler.fCurrentFragmentUBOOffset,
numSamplers,
fGeometryProcessor,
fXferProcessor,
fFragmentProcessors);
}