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https://gitea.wildfiregames.com/0ad/0ad
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Fixes #6842 Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D5218 This was SVN commit r28010.
352 lines
14 KiB
C++
352 lines
14 KiB
C++
/* Copyright (C) 2024 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_UID = device->GenerateNextDeviceObjectUID();
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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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// static
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std::unique_ptr<CComputePipelineState> CComputePipelineState::Create(
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CDevice* device, const SComputePipelineStateDesc& desc)
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{
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ENSURE(desc.shaderProgram);
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CShaderProgram* shaderProgram = desc.shaderProgram->As<CShaderProgram>();
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if (shaderProgram->GetStages().empty())
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return nullptr;
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std::unique_ptr<CComputePipelineState> pipelineState{new CComputePipelineState()};
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pipelineState->m_Device = device;
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pipelineState->m_UID = device->GenerateNextDeviceObjectUID();
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pipelineState->m_Desc = desc;
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VkComputePipelineCreateInfo pipelineCreateInfo{};
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pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
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pipelineCreateInfo.layout = shaderProgram->GetPipelineLayout();
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pipelineCreateInfo.basePipelineHandle = VK_NULL_HANDLE;
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pipelineCreateInfo.basePipelineIndex = -1;
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pipelineCreateInfo.stage = shaderProgram->GetStages()[0];
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ENSURE_VK_SUCCESS(vkCreateComputePipelines(
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device->GetVkDevice(), VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &pipelineState->m_Pipeline));
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return pipelineState;
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}
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CComputePipelineState::~CComputePipelineState()
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{
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if (m_Pipeline != VK_NULL_HANDLE)
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m_Device->ScheduleObjectToDestroy(
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VK_OBJECT_TYPE_PIPELINE, m_Pipeline, VK_NULL_HANDLE);
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}
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IDevice* CComputePipelineState::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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