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https://gitea.wildfiregames.com/0ad/0ad
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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
312 lines
12 KiB
C++
312 lines
12 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "PipelineState.h"
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#include "lib/hash.h"
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#include "ps/CLogger.h"
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#include "ps/containers/StaticVector.h"
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#include "renderer/backend/vulkan/Device.h"
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#include "renderer/backend/vulkan/Framebuffer.h"
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#include "renderer/backend/vulkan/Mapping.h"
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#include "renderer/backend/vulkan/ShaderProgram.h"
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#include "renderer/backend/vulkan/Utilities.h"
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#include <algorithm>
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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namespace
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{
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VkStencilOpState MakeStencilOpState(const SStencilOpState& opState)
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{
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VkStencilOpState result{};
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result.failOp = Mapping::FromStencilOp(opState.failOp);
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result.passOp = Mapping::FromStencilOp(opState.passOp);
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result.depthFailOp = Mapping::FromStencilOp(opState.depthFailOp);
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result.compareOp = Mapping::FromCompareOp(opState.compareOp);
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return result;
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}
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} // anonymous namespace
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size_t CGraphicsPipelineState::CacheKeyHash::operator()(const CacheKey& cacheKey) const
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{
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size_t seed = 0;
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hash_combine(seed, cacheKey.vertexInputLayoutUID);
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hash_combine(seed, cacheKey.framebufferUID);
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return seed;
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}
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bool CGraphicsPipelineState::CacheKeyEqual::operator()(const CacheKey& lhs, const CacheKey& rhs) const
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{
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return
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lhs.vertexInputLayoutUID == rhs.vertexInputLayoutUID &&
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lhs.framebufferUID == rhs.framebufferUID;
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}
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// static
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std::unique_ptr<CGraphicsPipelineState> CGraphicsPipelineState::Create(
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CDevice* device, const SGraphicsPipelineStateDesc& desc)
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{
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ENSURE(desc.shaderProgram);
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std::unique_ptr<CGraphicsPipelineState> pipelineState{new CGraphicsPipelineState()};
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pipelineState->m_Device = device;
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pipelineState->m_Desc = desc;
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return pipelineState;
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}
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CGraphicsPipelineState::~CGraphicsPipelineState()
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{
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for (const auto& it : m_PipelineMap)
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{
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if (it.second != VK_NULL_HANDLE)
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m_Device->ScheduleObjectToDestroy(
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VK_OBJECT_TYPE_PIPELINE, it.second, VK_NULL_HANDLE);
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}
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}
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VkPipeline CGraphicsPipelineState::GetOrCreatePipeline(
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const CVertexInputLayout* vertexInputLayout, CFramebuffer* framebuffer)
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{
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CShaderProgram* shaderProgram = m_Desc.shaderProgram->As<CShaderProgram>();
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const CacheKey cacheKey =
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{
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vertexInputLayout->GetUID(), framebuffer->GetUID()
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};
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auto it = m_PipelineMap.find(cacheKey);
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if (it != m_PipelineMap.end())
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return it->second;
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PS::StaticVector<VkVertexInputBindingDescription, 16> attributeBindings;
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PS::StaticVector<VkVertexInputAttributeDescription, 16> attributes;
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const VkPhysicalDeviceLimits& limits = m_Device->GetChoosenPhysicalDevice().properties.limits;
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const uint32_t maxVertexInputAttributes = limits.maxVertexInputAttributes;
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const uint32_t maxVertexInputAttributeOffset = limits.maxVertexInputAttributeOffset;
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for (const SVertexAttributeFormat& vertexAttributeFormat : vertexInputLayout->GetAttributes())
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{
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ENSURE(vertexAttributeFormat.bindingSlot < maxVertexInputAttributes);
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ENSURE(vertexAttributeFormat.offset < maxVertexInputAttributeOffset);
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const uint32_t streamLocation = shaderProgram->GetStreamLocation(vertexAttributeFormat.stream);
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if (streamLocation == std::numeric_limits<uint32_t>::max())
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continue;
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auto it = std::find_if(attributeBindings.begin(), attributeBindings.end(),
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[slot = vertexAttributeFormat.bindingSlot](const VkVertexInputBindingDescription& desc) -> bool
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{
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return desc.binding == slot;
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});
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const VkVertexInputBindingDescription desc{
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vertexAttributeFormat.bindingSlot,
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vertexAttributeFormat.stride,
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vertexAttributeFormat.rate == VertexAttributeRate::PER_INSTANCE
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? VK_VERTEX_INPUT_RATE_INSTANCE
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: VK_VERTEX_INPUT_RATE_VERTEX };
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if (it == attributeBindings.end())
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attributeBindings.emplace_back(desc);
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else
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{
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// All attribute sharing the same binding slot should have the same description.
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ENSURE(desc.inputRate == it->inputRate && desc.stride == it->stride);
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}
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attributes.push_back({
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streamLocation,
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vertexAttributeFormat.bindingSlot,
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Mapping::FromFormat(vertexAttributeFormat.format),
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vertexAttributeFormat.offset
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});
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}
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VkPipelineVertexInputStateCreateInfo vertexInputCreateInfo{};
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vertexInputCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputCreateInfo.vertexBindingDescriptionCount = std::size(attributeBindings);
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vertexInputCreateInfo.pVertexBindingDescriptions = attributeBindings.data();
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vertexInputCreateInfo.vertexAttributeDescriptionCount = std::size(attributes);
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vertexInputCreateInfo.pVertexAttributeDescriptions = attributes.data();
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyCreateInfo{};
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inputAssemblyCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssemblyCreateInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssemblyCreateInfo.primitiveRestartEnable = VK_FALSE;
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// We don't need to specify sizes for viewports and scissors as they're in
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// dynamic state.
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = 0.0f;
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viewport.height = 0.0f;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{};
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VkPipelineViewportStateCreateInfo viewportStateCreateInfo{};
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viewportStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportStateCreateInfo.viewportCount = 1;
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viewportStateCreateInfo.pViewports = &viewport;
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viewportStateCreateInfo.scissorCount = 1;
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viewportStateCreateInfo.pScissors = &scissor;
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCreateInfo{};
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depthStencilStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthStencilStateCreateInfo.depthTestEnable =
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m_Desc.depthStencilState.depthTestEnabled ? VK_TRUE : VK_FALSE;
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depthStencilStateCreateInfo.depthWriteEnable =
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m_Desc.depthStencilState.depthWriteEnabled ? VK_TRUE : VK_FALSE;
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depthStencilStateCreateInfo.depthCompareOp =
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Mapping::FromCompareOp(m_Desc.depthStencilState.depthCompareOp);
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depthStencilStateCreateInfo.stencilTestEnable =
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m_Desc.depthStencilState.stencilTestEnabled ? VK_TRUE : VK_FALSE;
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depthStencilStateCreateInfo.front =
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MakeStencilOpState(m_Desc.depthStencilState.stencilFrontFace);
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depthStencilStateCreateInfo.front.reference = m_Desc.depthStencilState.stencilReference;
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depthStencilStateCreateInfo.front.compareMask = m_Desc.depthStencilState.stencilReadMask;
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depthStencilStateCreateInfo.front.writeMask = m_Desc.depthStencilState.stencilWriteMask;
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depthStencilStateCreateInfo.back =
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MakeStencilOpState(m_Desc.depthStencilState.stencilBackFace);
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depthStencilStateCreateInfo.back.reference = m_Desc.depthStencilState.stencilReference;
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depthStencilStateCreateInfo.back.compareMask = m_Desc.depthStencilState.stencilReadMask;
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depthStencilStateCreateInfo.back.writeMask = m_Desc.depthStencilState.stencilWriteMask;
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VkPipelineRasterizationStateCreateInfo rasterizationStateCreateInfo{};
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rasterizationStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizationStateCreateInfo.depthClampEnable = VK_FALSE;
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rasterizationStateCreateInfo.rasterizerDiscardEnable = VK_FALSE;
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const PolygonMode polygonMode =
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m_Device->GetChoosenPhysicalDevice().features.fillModeNonSolid
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? m_Desc.rasterizationState.polygonMode : PolygonMode::FILL;
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rasterizationStateCreateInfo.polygonMode =
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Mapping::FromPolygonMode(polygonMode);
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rasterizationStateCreateInfo.cullMode =
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Mapping::FromCullMode(m_Desc.rasterizationState.cullMode);
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rasterizationStateCreateInfo.frontFace =
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m_Desc.rasterizationState.frontFace == FrontFace::CLOCKWISE
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? VK_FRONT_FACE_CLOCKWISE : VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterizationStateCreateInfo.depthBiasEnable =
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m_Desc.rasterizationState.depthBiasEnabled ? VK_TRUE : VK_FALSE;
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rasterizationStateCreateInfo.depthBiasConstantFactor =
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m_Desc.rasterizationState.depthBiasConstantFactor;
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rasterizationStateCreateInfo.depthBiasSlopeFactor =
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m_Desc.rasterizationState.depthBiasSlopeFactor;
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rasterizationStateCreateInfo.lineWidth = 1.0f;
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VkPipelineMultisampleStateCreateInfo multisampleStateCreateInfo{};
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multisampleStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampleStateCreateInfo.rasterizationSamples =
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Mapping::FromSampleCount(framebuffer->GetSampleCount());
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multisampleStateCreateInfo.minSampleShading = 1.0f;
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VkPipelineColorBlendAttachmentState colorBlendAttachmentState{};
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colorBlendAttachmentState.blendEnable = m_Desc.blendState.enabled ? VK_TRUE : VK_FALSE;
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colorBlendAttachmentState.colorBlendOp =
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Mapping::FromBlendOp(m_Desc.blendState.colorBlendOp);
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colorBlendAttachmentState.srcColorBlendFactor =
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Mapping::FromBlendFactor(m_Desc.blendState.srcColorBlendFactor);
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colorBlendAttachmentState.dstColorBlendFactor =
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Mapping::FromBlendFactor(m_Desc.blendState.dstColorBlendFactor);
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colorBlendAttachmentState.alphaBlendOp =
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Mapping::FromBlendOp(m_Desc.blendState.alphaBlendOp);
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colorBlendAttachmentState.srcAlphaBlendFactor =
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Mapping::FromBlendFactor(m_Desc.blendState.srcAlphaBlendFactor);
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colorBlendAttachmentState.dstAlphaBlendFactor =
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Mapping::FromBlendFactor(m_Desc.blendState.dstAlphaBlendFactor);
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colorBlendAttachmentState.colorWriteMask =
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Mapping::FromColorWriteMask(m_Desc.blendState.colorWriteMask);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCreateInfo{};
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colorBlendStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlendStateCreateInfo.logicOpEnable = VK_FALSE;
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colorBlendStateCreateInfo.logicOp = VK_LOGIC_OP_CLEAR;
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colorBlendStateCreateInfo.attachmentCount = 1;
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colorBlendStateCreateInfo.pAttachments = &colorBlendAttachmentState;
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colorBlendStateCreateInfo.blendConstants[0] = m_Desc.blendState.constant.r;
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colorBlendStateCreateInfo.blendConstants[1] = m_Desc.blendState.constant.g;
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colorBlendStateCreateInfo.blendConstants[2] = m_Desc.blendState.constant.b;
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colorBlendStateCreateInfo.blendConstants[3] = m_Desc.blendState.constant.a;
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const VkDynamicState dynamicStates[] =
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{
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VK_DYNAMIC_STATE_SCISSOR,
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VK_DYNAMIC_STATE_VIEWPORT
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};
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VkPipelineDynamicStateCreateInfo dynamicStateCreateInfo{};
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dynamicStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamicStateCreateInfo.dynamicStateCount = static_cast<uint32_t>(std::size(dynamicStates));
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dynamicStateCreateInfo.pDynamicStates = dynamicStates;
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VkGraphicsPipelineCreateInfo pipelineCreateInfo{};
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pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineCreateInfo.stageCount = shaderProgram->GetStages().size();
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pipelineCreateInfo.pStages = shaderProgram->GetStages().data();
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pipelineCreateInfo.pVertexInputState = &vertexInputCreateInfo;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyCreateInfo;
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pipelineCreateInfo.pViewportState = &viewportStateCreateInfo;
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pipelineCreateInfo.pRasterizationState = &rasterizationStateCreateInfo;
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pipelineCreateInfo.pMultisampleState = &multisampleStateCreateInfo;
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// If renderPass is not VK_NULL_HANDLE, the pipeline is being created with
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// fragment shader state, and subpass uses a depth/stencil attachment,
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// pDepthStencilState must be a not null pointer.
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if (framebuffer->GetDepthStencilAttachment())
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pipelineCreateInfo.pDepthStencilState = &depthStencilStateCreateInfo;
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if (!framebuffer->GetColorAttachments().empty())
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pipelineCreateInfo.pColorBlendState = &colorBlendStateCreateInfo;
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pipelineCreateInfo.pDynamicState = &dynamicStateCreateInfo;
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pipelineCreateInfo.layout = shaderProgram->GetPipelineLayout();
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pipelineCreateInfo.renderPass = framebuffer->GetRenderPass();
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pipelineCreateInfo.subpass = 0;
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pipelineCreateInfo.basePipelineHandle = VK_NULL_HANDLE;
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pipelineCreateInfo.basePipelineIndex = -1;
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VkPipeline pipeline = VK_NULL_HANDLE;
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ENSURE_VK_SUCCESS(vkCreateGraphicsPipelines(
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m_Device->GetVkDevice(), VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &pipeline));
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m_PipelineMap[cacheKey] = pipeline;
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return pipeline;
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}
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IDevice* CGraphicsPipelineState::GetDevice()
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{
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return m_Device;
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}
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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