blob: ef66a7b53c1e9288de41a885343214db1e39f2ff [file]
// Copyright 2018 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_VULKAN_RENDERPIPELINEVK_H_
#define SRC_DAWN_NATIVE_VULKAN_RENDERPIPELINEVK_H_
#include "dawn/common/vulkan_platform.h"
#include "dawn/native/Error.h"
#include "dawn/native/RenderPipeline.h"
#include "dawn/native/vulkan/PipelineLayoutVk.h"
#include "dawn/native/vulkan/PipelineVk.h"
#include "dawn/native/vulkan/RefCountedVkHandle.h"
namespace dawn::native::vulkan {
class Device;
struct VkPipelineLayoutObject;
class RenderPipeline final : public RenderPipelineBase {
public:
static Ref<RenderPipeline> CreateUninitialized(
Device* device,
const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
// Specializations used to JIT pipelines.
using Specialization = CommonPipelineSpecialization;
ResultOrError<PipelineHandles> GetOrCreateSpecializedHandle(Specialization&& specialization);
bool RequiresSpecialization() const;
VkPipeline GetHandle() const;
VkPipelineLayout GetVkLayout() const;
void ApplyDynamicState(VkCommandBuffer& commands, const RenderPipeline* prevPipeline) const;
// Dawn API
void SetLabelImpl() override;
private:
struct DynamicState {
VkPrimitiveTopology primitiveTopology;
VkCullModeFlags cullMode;
VkFrontFace frontFace;
VkBool32 depthTestEnable;
VkBool32 depthWriteEnable;
VkCompareOp depthCompareOp;
VkBool32 stencilTestEnable;
uint16_t packedFrontStencil;
uint16_t packedBackStencil;
};
~RenderPipeline() override;
void DestroyImpl(DestroyReason reason) override;
using RenderPipelineBase::RenderPipelineBase;
MaybeError InitializeImpl() override;
bool NeedsPixelCenterPolyfill() const;
// Initializes a pipeline for the specialization and stores it in mSpecializations.
struct SpecializationResult {
Ref<RefCountedVkHandle<VkPipeline>> pipeline;
Ref<RefCountedVkHandle<VkPipelineLayout>> layout;
};
ResultOrError<SpecializationResult> InitializeSpecialization(
const Specialization& specialization,
bool buildCacheKey);
// Helpers used while building the VkPipelineCreateInfo.
struct PipelineVertexInputStateCreateInfoTemporaryAllocations {
std::array<VkVertexInputBindingDescription, kMaxVertexBuffers> bindings;
std::array<VkVertexInputAttributeDescription, kMaxVertexAttributes> attributes;
};
VkPipelineVertexInputStateCreateInfo ComputeVertexInputDesc(
PipelineVertexInputStateCreateInfoTemporaryAllocations* temporaryAllocations);
VkPipelineDepthStencilStateCreateInfo ComputeDepthStencilDesc();
// The handles are owned by a ref in mSpecializations.
PipelineHandles mHandles = {};
// Caches the specializations as we are most likely to reuse the overtime. Note that noop
// specialization has mHandle cached directly but mHandle is also kept separately for
// efficiency.
bool mRequiresSpecialization = false;
absl::flat_hash_map<Specialization, SpecializationResult> mSpecializations;
DynamicState mDynamicState = {};
// Whether the pipeline has any input attachment being used in the frag shader.
bool mHasInputAttachment = false;
};
} // namespace dawn::native::vulkan
#endif // SRC_DAWN_NATIVE_VULKAN_RENDERPIPELINEVK_H_