blob: 271aaaad6ebdf965c1d28d8ca0c473d1108d05a9 [file] [log] [blame]
// Copyright 2018 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/vulkan/RenderPipelineVk.h"
#include "dawn_native/vulkan/DeviceVk.h"
#include "dawn_native/vulkan/FencedDeleter.h"
#include "dawn_native/vulkan/PipelineLayoutVk.h"
#include "dawn_native/vulkan/RenderPassCache.h"
#include "dawn_native/vulkan/ShaderModuleVk.h"
#include "dawn_native/vulkan/TextureVk.h"
#include "dawn_native/vulkan/UtilsVulkan.h"
#include "dawn_native/vulkan/VulkanError.h"
namespace dawn_native { namespace vulkan {
namespace {
VkVertexInputRate VulkanInputRate(wgpu::InputStepMode stepMode) {
switch (stepMode) {
case wgpu::InputStepMode::Vertex:
return VK_VERTEX_INPUT_RATE_VERTEX;
case wgpu::InputStepMode::Instance:
return VK_VERTEX_INPUT_RATE_INSTANCE;
default:
UNREACHABLE();
}
}
VkFormat VulkanVertexFormat(wgpu::VertexFormat format) {
switch (format) {
case wgpu::VertexFormat::UChar2:
return VK_FORMAT_R8G8_UINT;
case wgpu::VertexFormat::UChar4:
return VK_FORMAT_R8G8B8A8_UINT;
case wgpu::VertexFormat::Char2:
return VK_FORMAT_R8G8_SINT;
case wgpu::VertexFormat::Char4:
return VK_FORMAT_R8G8B8A8_SINT;
case wgpu::VertexFormat::UChar2Norm:
return VK_FORMAT_R8G8_UNORM;
case wgpu::VertexFormat::UChar4Norm:
return VK_FORMAT_R8G8B8A8_UNORM;
case wgpu::VertexFormat::Char2Norm:
return VK_FORMAT_R8G8_SNORM;
case wgpu::VertexFormat::Char4Norm:
return VK_FORMAT_R8G8B8A8_SNORM;
case wgpu::VertexFormat::UShort2:
return VK_FORMAT_R16G16_UINT;
case wgpu::VertexFormat::UShort4:
return VK_FORMAT_R16G16B16A16_UINT;
case wgpu::VertexFormat::Short2:
return VK_FORMAT_R16G16_SINT;
case wgpu::VertexFormat::Short4:
return VK_FORMAT_R16G16B16A16_SINT;
case wgpu::VertexFormat::UShort2Norm:
return VK_FORMAT_R16G16_UNORM;
case wgpu::VertexFormat::UShort4Norm:
return VK_FORMAT_R16G16B16A16_UNORM;
case wgpu::VertexFormat::Short2Norm:
return VK_FORMAT_R16G16_SNORM;
case wgpu::VertexFormat::Short4Norm:
return VK_FORMAT_R16G16B16A16_SNORM;
case wgpu::VertexFormat::Half2:
return VK_FORMAT_R16G16_SFLOAT;
case wgpu::VertexFormat::Half4:
return VK_FORMAT_R16G16B16A16_SFLOAT;
case wgpu::VertexFormat::Float:
return VK_FORMAT_R32_SFLOAT;
case wgpu::VertexFormat::Float2:
return VK_FORMAT_R32G32_SFLOAT;
case wgpu::VertexFormat::Float3:
return VK_FORMAT_R32G32B32_SFLOAT;
case wgpu::VertexFormat::Float4:
return VK_FORMAT_R32G32B32A32_SFLOAT;
case wgpu::VertexFormat::UInt:
return VK_FORMAT_R32_UINT;
case wgpu::VertexFormat::UInt2:
return VK_FORMAT_R32G32_UINT;
case wgpu::VertexFormat::UInt3:
return VK_FORMAT_R32G32B32_UINT;
case wgpu::VertexFormat::UInt4:
return VK_FORMAT_R32G32B32A32_UINT;
case wgpu::VertexFormat::Int:
return VK_FORMAT_R32_SINT;
case wgpu::VertexFormat::Int2:
return VK_FORMAT_R32G32_SINT;
case wgpu::VertexFormat::Int3:
return VK_FORMAT_R32G32B32_SINT;
case wgpu::VertexFormat::Int4:
return VK_FORMAT_R32G32B32A32_SINT;
default:
UNREACHABLE();
}
}
VkPrimitiveTopology VulkanPrimitiveTopology(wgpu::PrimitiveTopology topology) {
switch (topology) {
case wgpu::PrimitiveTopology::PointList:
return VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
case wgpu::PrimitiveTopology::LineList:
return VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
case wgpu::PrimitiveTopology::LineStrip:
return VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
case wgpu::PrimitiveTopology::TriangleList:
return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
case wgpu::PrimitiveTopology::TriangleStrip:
return VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
}
bool ShouldEnablePrimitiveRestart(wgpu::PrimitiveTopology topology) {
// Primitive restart is always enabled in WebGPU but Vulkan validation rules ask that
// primitive restart be only enabled on primitive topologies that support restarting.
switch (topology) {
case wgpu::PrimitiveTopology::PointList:
case wgpu::PrimitiveTopology::LineList:
case wgpu::PrimitiveTopology::TriangleList:
return false;
case wgpu::PrimitiveTopology::LineStrip:
case wgpu::PrimitiveTopology::TriangleStrip:
return true;
default:
UNREACHABLE();
}
}
VkFrontFace VulkanFrontFace(wgpu::FrontFace face) {
switch (face) {
case wgpu::FrontFace::CCW:
return VK_FRONT_FACE_COUNTER_CLOCKWISE;
case wgpu::FrontFace::CW:
return VK_FRONT_FACE_CLOCKWISE;
default:
UNREACHABLE();
}
}
VkCullModeFlagBits VulkanCullMode(wgpu::CullMode mode) {
switch (mode) {
case wgpu::CullMode::None:
return VK_CULL_MODE_NONE;
case wgpu::CullMode::Front:
return VK_CULL_MODE_FRONT_BIT;
case wgpu::CullMode::Back:
return VK_CULL_MODE_BACK_BIT;
default:
UNREACHABLE();
}
}
VkBlendFactor VulkanBlendFactor(wgpu::BlendFactor factor) {
switch (factor) {
case wgpu::BlendFactor::Zero:
return VK_BLEND_FACTOR_ZERO;
case wgpu::BlendFactor::One:
return VK_BLEND_FACTOR_ONE;
case wgpu::BlendFactor::SrcColor:
return VK_BLEND_FACTOR_SRC_COLOR;
case wgpu::BlendFactor::OneMinusSrcColor:
return VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
case wgpu::BlendFactor::SrcAlpha:
return VK_BLEND_FACTOR_SRC_ALPHA;
case wgpu::BlendFactor::OneMinusSrcAlpha:
return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
case wgpu::BlendFactor::DstColor:
return VK_BLEND_FACTOR_DST_COLOR;
case wgpu::BlendFactor::OneMinusDstColor:
return VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR;
case wgpu::BlendFactor::DstAlpha:
return VK_BLEND_FACTOR_DST_ALPHA;
case wgpu::BlendFactor::OneMinusDstAlpha:
return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA;
case wgpu::BlendFactor::SrcAlphaSaturated:
return VK_BLEND_FACTOR_SRC_ALPHA_SATURATE;
case wgpu::BlendFactor::BlendColor:
return VK_BLEND_FACTOR_CONSTANT_COLOR;
case wgpu::BlendFactor::OneMinusBlendColor:
return VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR;
default:
UNREACHABLE();
}
}
VkBlendOp VulkanBlendOperation(wgpu::BlendOperation operation) {
switch (operation) {
case wgpu::BlendOperation::Add:
return VK_BLEND_OP_ADD;
case wgpu::BlendOperation::Subtract:
return VK_BLEND_OP_SUBTRACT;
case wgpu::BlendOperation::ReverseSubtract:
return VK_BLEND_OP_REVERSE_SUBTRACT;
case wgpu::BlendOperation::Min:
return VK_BLEND_OP_MIN;
case wgpu::BlendOperation::Max:
return VK_BLEND_OP_MAX;
default:
UNREACHABLE();
}
}
VkColorComponentFlags VulkanColorWriteMask(wgpu::ColorWriteMask mask,
bool isDeclaredInFragmentShader) {
// Vulkan and Dawn color write masks match, static assert it and return the mask
static_assert(static_cast<VkColorComponentFlagBits>(wgpu::ColorWriteMask::Red) ==
VK_COLOR_COMPONENT_R_BIT,
"");
static_assert(static_cast<VkColorComponentFlagBits>(wgpu::ColorWriteMask::Green) ==
VK_COLOR_COMPONENT_G_BIT,
"");
static_assert(static_cast<VkColorComponentFlagBits>(wgpu::ColorWriteMask::Blue) ==
VK_COLOR_COMPONENT_B_BIT,
"");
static_assert(static_cast<VkColorComponentFlagBits>(wgpu::ColorWriteMask::Alpha) ==
VK_COLOR_COMPONENT_A_BIT,
"");
// According to Vulkan SPEC (Chapter 14.3): "The input values to blending or color
// attachment writes are undefined for components which do not correspond to a fragment
// shader outputs", we set the color write mask to 0 to prevent such undefined values
// being written into the color attachments.
return isDeclaredInFragmentShader ? static_cast<VkColorComponentFlags>(mask)
: static_cast<VkColorComponentFlags>(0);
}
VkPipelineColorBlendAttachmentState ComputeColorDesc(const ColorStateDescriptor* descriptor,
bool isDeclaredInFragmentShader) {
VkPipelineColorBlendAttachmentState attachment;
attachment.blendEnable = BlendEnabled(descriptor) ? VK_TRUE : VK_FALSE;
attachment.srcColorBlendFactor = VulkanBlendFactor(descriptor->colorBlend.srcFactor);
attachment.dstColorBlendFactor = VulkanBlendFactor(descriptor->colorBlend.dstFactor);
attachment.colorBlendOp = VulkanBlendOperation(descriptor->colorBlend.operation);
attachment.srcAlphaBlendFactor = VulkanBlendFactor(descriptor->alphaBlend.srcFactor);
attachment.dstAlphaBlendFactor = VulkanBlendFactor(descriptor->alphaBlend.dstFactor);
attachment.alphaBlendOp = VulkanBlendOperation(descriptor->alphaBlend.operation);
attachment.colorWriteMask =
VulkanColorWriteMask(descriptor->writeMask, isDeclaredInFragmentShader);
return attachment;
}
VkStencilOp VulkanStencilOp(wgpu::StencilOperation op) {
switch (op) {
case wgpu::StencilOperation::Keep:
return VK_STENCIL_OP_KEEP;
case wgpu::StencilOperation::Zero:
return VK_STENCIL_OP_ZERO;
case wgpu::StencilOperation::Replace:
return VK_STENCIL_OP_REPLACE;
case wgpu::StencilOperation::IncrementClamp:
return VK_STENCIL_OP_INCREMENT_AND_CLAMP;
case wgpu::StencilOperation::DecrementClamp:
return VK_STENCIL_OP_DECREMENT_AND_CLAMP;
case wgpu::StencilOperation::Invert:
return VK_STENCIL_OP_INVERT;
case wgpu::StencilOperation::IncrementWrap:
return VK_STENCIL_OP_INCREMENT_AND_WRAP;
case wgpu::StencilOperation::DecrementWrap:
return VK_STENCIL_OP_DECREMENT_AND_WRAP;
default:
UNREACHABLE();
}
}
VkPipelineDepthStencilStateCreateInfo ComputeDepthStencilDesc(
const DepthStencilStateDescriptor* descriptor) {
VkPipelineDepthStencilStateCreateInfo depthStencilState;
depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencilState.pNext = nullptr;
depthStencilState.flags = 0;
// Depth writes only occur if depth is enabled
depthStencilState.depthTestEnable =
(descriptor->depthCompare == wgpu::CompareFunction::Always &&
!descriptor->depthWriteEnabled)
? VK_FALSE
: VK_TRUE;
depthStencilState.depthWriteEnable = descriptor->depthWriteEnabled ? VK_TRUE : VK_FALSE;
depthStencilState.depthCompareOp = ToVulkanCompareOp(descriptor->depthCompare);
depthStencilState.depthBoundsTestEnable = false;
depthStencilState.minDepthBounds = 0.0f;
depthStencilState.maxDepthBounds = 1.0f;
depthStencilState.stencilTestEnable =
StencilTestEnabled(descriptor) ? VK_TRUE : VK_FALSE;
depthStencilState.front.failOp = VulkanStencilOp(descriptor->stencilFront.failOp);
depthStencilState.front.passOp = VulkanStencilOp(descriptor->stencilFront.passOp);
depthStencilState.front.depthFailOp =
VulkanStencilOp(descriptor->stencilFront.depthFailOp);
depthStencilState.front.compareOp = ToVulkanCompareOp(descriptor->stencilFront.compare);
depthStencilState.back.failOp = VulkanStencilOp(descriptor->stencilBack.failOp);
depthStencilState.back.passOp = VulkanStencilOp(descriptor->stencilBack.passOp);
depthStencilState.back.depthFailOp =
VulkanStencilOp(descriptor->stencilBack.depthFailOp);
depthStencilState.back.compareOp = ToVulkanCompareOp(descriptor->stencilBack.compare);
// Dawn doesn't have separate front and back stencil masks.
depthStencilState.front.compareMask = descriptor->stencilReadMask;
depthStencilState.back.compareMask = descriptor->stencilReadMask;
depthStencilState.front.writeMask = descriptor->stencilWriteMask;
depthStencilState.back.writeMask = descriptor->stencilWriteMask;
// The stencil reference is always dynamic
depthStencilState.front.reference = 0;
depthStencilState.back.reference = 0;
return depthStencilState;
}
} // anonymous namespace
// static
ResultOrError<RenderPipeline*> RenderPipeline::Create(
Device* device,
const RenderPipelineDescriptor* descriptor) {
Ref<RenderPipeline> pipeline = AcquireRef(new RenderPipeline(device, descriptor));
DAWN_TRY(pipeline->Initialize(descriptor));
return pipeline.Detach();
}
MaybeError RenderPipeline::Initialize(const RenderPipelineDescriptor* descriptor) {
Device* device = ToBackend(GetDevice());
VkPipelineShaderStageCreateInfo shaderStages[2];
{
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStages[0].pNext = nullptr;
shaderStages[0].flags = 0;
shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].pSpecializationInfo = nullptr;
shaderStages[0].module = ToBackend(descriptor->vertexStage.module)->GetHandle();
shaderStages[0].pName = descriptor->vertexStage.entryPoint;
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStages[1].pNext = nullptr;
shaderStages[1].flags = 0;
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].pSpecializationInfo = nullptr;
shaderStages[1].module = ToBackend(descriptor->fragmentStage->module)->GetHandle();
shaderStages[1].pName = descriptor->fragmentStage->entryPoint;
}
PipelineVertexInputStateCreateInfoTemporaryAllocations tempAllocations;
VkPipelineVertexInputStateCreateInfo vertexInputCreateInfo =
ComputeVertexInputDesc(&tempAllocations);
VkPipelineInputAssemblyStateCreateInfo inputAssembly;
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.pNext = nullptr;
inputAssembly.flags = 0;
inputAssembly.topology = VulkanPrimitiveTopology(GetPrimitiveTopology());
inputAssembly.primitiveRestartEnable = ShouldEnablePrimitiveRestart(GetPrimitiveTopology());
// A dummy viewport/scissor info. The validation layers force use to provide at least one
// scissor and one viewport here, even if we choose to make them dynamic.
VkViewport viewportDesc;
viewportDesc.x = 0.0f;
viewportDesc.y = 0.0f;
viewportDesc.width = 1.0f;
viewportDesc.height = 1.0f;
viewportDesc.minDepth = 0.0f;
viewportDesc.maxDepth = 1.0f;
VkRect2D scissorRect;
scissorRect.offset.x = 0;
scissorRect.offset.y = 0;
scissorRect.extent.width = 1;
scissorRect.extent.height = 1;
VkPipelineViewportStateCreateInfo viewport;
viewport.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewport.pNext = nullptr;
viewport.flags = 0;
viewport.viewportCount = 1;
viewport.pViewports = &viewportDesc;
viewport.scissorCount = 1;
viewport.pScissors = &scissorRect;
VkPipelineRasterizationStateCreateInfo rasterization;
rasterization.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization.pNext = nullptr;
rasterization.flags = 0;
rasterization.depthClampEnable = VK_FALSE;
rasterization.rasterizerDiscardEnable = VK_FALSE;
rasterization.polygonMode = VK_POLYGON_MODE_FILL;
rasterization.cullMode = VulkanCullMode(GetCullMode());
rasterization.frontFace = VulkanFrontFace(GetFrontFace());
rasterization.depthBiasEnable = VK_FALSE;
rasterization.depthBiasConstantFactor = 0.0f;
rasterization.depthBiasClamp = 0.0f;
rasterization.depthBiasSlopeFactor = 0.0f;
rasterization.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo multisample;
multisample.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisample.pNext = nullptr;
multisample.flags = 0;
multisample.rasterizationSamples = VulkanSampleCount(GetSampleCount());
multisample.sampleShadingEnable = VK_FALSE;
multisample.minSampleShading = 0.0f;
// VkPipelineMultisampleStateCreateInfo.pSampleMask is an array of length
// ceil(rasterizationSamples / 32) and since we're passing a single uint32_t
// we have to assert that this length is indeed 1.
ASSERT(multisample.rasterizationSamples <= 32);
VkSampleMask sampleMask = GetSampleMask();
multisample.pSampleMask = &sampleMask;
multisample.alphaToCoverageEnable = descriptor->alphaToCoverageEnabled;
multisample.alphaToOneEnable = VK_FALSE;
VkPipelineDepthStencilStateCreateInfo depthStencilState =
ComputeDepthStencilDesc(GetDepthStencilStateDescriptor());
// Initialize the "blend state info" that will be chained in the "create info" from the data
// pre-computed in the ColorState
std::array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments;
const ShaderModuleBase::FragmentOutputBaseTypes& fragmentOutputBaseTypes =
descriptor->fragmentStage->module->GetFragmentOutputBaseTypes();
for (uint32_t i : IterateBitSet(GetColorAttachmentsMask())) {
const ColorStateDescriptor* colorStateDescriptor = GetColorStateDescriptor(i);
bool isDeclaredInFragmentShader = fragmentOutputBaseTypes[i] != Format::Type::Other;
colorBlendAttachments[i] =
ComputeColorDesc(colorStateDescriptor, isDeclaredInFragmentShader);
}
VkPipelineColorBlendStateCreateInfo colorBlend;
colorBlend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlend.pNext = nullptr;
colorBlend.flags = 0;
// LogicOp isn't supported so we disable it.
colorBlend.logicOpEnable = VK_FALSE;
colorBlend.logicOp = VK_LOGIC_OP_CLEAR;
// TODO(cwallez@chromium.org): Do we allow holes in the color attachments?
colorBlend.attachmentCount = static_cast<uint32_t>(GetColorAttachmentsMask().count());
colorBlend.pAttachments = colorBlendAttachments.data();
// The blend constant is always dynamic so we fill in a dummy value
colorBlend.blendConstants[0] = 0.0f;
colorBlend.blendConstants[1] = 0.0f;
colorBlend.blendConstants[2] = 0.0f;
colorBlend.blendConstants[3] = 0.0f;
// Tag all state as dynamic but stencil masks.
VkDynamicState dynamicStates[] = {
VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_DEPTH_BIAS,
VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_DEPTH_BOUNDS,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
};
VkPipelineDynamicStateCreateInfo dynamic;
dynamic.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic.pNext = nullptr;
dynamic.flags = 0;
dynamic.dynamicStateCount = sizeof(dynamicStates) / sizeof(dynamicStates[0]);
dynamic.pDynamicStates = dynamicStates;
// Get a VkRenderPass that matches the attachment formats for this pipeline, load ops don't
// matter so set them all to LoadOp::Load
VkRenderPass renderPass = VK_NULL_HANDLE;
{
RenderPassCacheQuery query;
for (uint32_t i : IterateBitSet(GetColorAttachmentsMask())) {
query.SetColor(i, GetColorAttachmentFormat(i), wgpu::LoadOp::Load, false);
}
if (HasDepthStencilAttachment()) {
query.SetDepthStencil(GetDepthStencilFormat(), wgpu::LoadOp::Load,
wgpu::LoadOp::Load);
}
query.SetSampleCount(GetSampleCount());
DAWN_TRY_ASSIGN(renderPass, device->GetRenderPassCache()->GetRenderPass(query));
}
// The create info chains in a bunch of things created on the stack here or inside state
// objects.
VkGraphicsPipelineCreateInfo createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.flags = 0;
createInfo.stageCount = 2;
createInfo.pStages = shaderStages;
createInfo.pVertexInputState = &vertexInputCreateInfo;
createInfo.pInputAssemblyState = &inputAssembly;
createInfo.pTessellationState = nullptr;
createInfo.pViewportState = &viewport;
createInfo.pRasterizationState = &rasterization;
createInfo.pMultisampleState = &multisample;
createInfo.pDepthStencilState = &depthStencilState;
createInfo.pColorBlendState = &colorBlend;
createInfo.pDynamicState = &dynamic;
createInfo.layout = ToBackend(GetLayout())->GetHandle();
createInfo.renderPass = renderPass;
createInfo.subpass = 0;
createInfo.basePipelineHandle = VkPipeline{};
createInfo.basePipelineIndex = -1;
return CheckVkSuccess(
device->fn.CreateGraphicsPipelines(device->GetVkDevice(), VkPipelineCache{}, 1,
&createInfo, nullptr, &*mHandle),
"CreateGraphicsPipeline");
}
VkPipelineVertexInputStateCreateInfo RenderPipeline::ComputeVertexInputDesc(
PipelineVertexInputStateCreateInfoTemporaryAllocations* tempAllocations) {
// Fill in the "binding info" that will be chained in the create info
uint32_t bindingCount = 0;
for (uint32_t i : IterateBitSet(GetVertexBufferSlotsUsed())) {
const VertexBufferInfo& bindingInfo = GetVertexBuffer(i);
VkVertexInputBindingDescription* bindingDesc = &tempAllocations->bindings[bindingCount];
bindingDesc->binding = i;
bindingDesc->stride = bindingInfo.arrayStride;
bindingDesc->inputRate = VulkanInputRate(bindingInfo.stepMode);
bindingCount++;
}
// Fill in the "attribute info" that will be chained in the create info
uint32_t attributeCount = 0;
for (uint32_t i : IterateBitSet(GetAttributeLocationsUsed())) {
const VertexAttributeInfo& attributeInfo = GetAttribute(i);
VkVertexInputAttributeDescription* attributeDesc =
&tempAllocations->attributes[attributeCount];
attributeDesc->location = i;
attributeDesc->binding = attributeInfo.vertexBufferSlot;
attributeDesc->format = VulkanVertexFormat(attributeInfo.format);
attributeDesc->offset = attributeInfo.offset;
attributeCount++;
}
// Build the create info
VkPipelineVertexInputStateCreateInfo mCreateInfo;
mCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
mCreateInfo.pNext = nullptr;
mCreateInfo.flags = 0;
mCreateInfo.vertexBindingDescriptionCount = bindingCount;
mCreateInfo.pVertexBindingDescriptions = tempAllocations->bindings.data();
mCreateInfo.vertexAttributeDescriptionCount = attributeCount;
mCreateInfo.pVertexAttributeDescriptions = tempAllocations->attributes.data();
return mCreateInfo;
}
RenderPipeline::~RenderPipeline() {
if (mHandle != VK_NULL_HANDLE) {
ToBackend(GetDevice())->GetFencedDeleter()->DeleteWhenUnused(mHandle);
mHandle = VK_NULL_HANDLE;
}
}
VkPipeline RenderPipeline::GetHandle() const {
return mHandle;
}
}} // namespace dawn_native::vulkan