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// Copyright 2018 The SwiftShader Authors. All Rights Reserved.
//
// 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.
#ifndef VK_PIPELINE_HPP_
#define VK_PIPELINE_HPP_
#include "VkObject.hpp"
#include "Device/Renderer.hpp"
#include "Vulkan/VkDescriptorSet.hpp"
#include "Vulkan/VkPipelineCache.hpp"
#include <memory>
namespace sw {
class ComputeProgram;
class SpirvShader;
} // namespace sw
namespace vk {
namespace dbg {
class Context;
} // namespace dbg
class PipelineCache;
class PipelineLayout;
class ShaderModule;
class Device;
class Pipeline
{
public:
Pipeline(PipelineLayout const *layout, const Device *device);
virtual ~Pipeline() = default;
operator VkPipeline()
{
return vk::TtoVkT<Pipeline, VkPipeline>(this);
}
static inline Pipeline *Cast(VkPipeline object)
{
return vk::VkTtoT<Pipeline, VkPipeline>(object);
}
void destroy(const VkAllocationCallbacks *pAllocator)
{
destroyPipeline(pAllocator);
}
virtual void destroyPipeline(const VkAllocationCallbacks *pAllocator) = 0;
#ifndef NDEBUG
virtual VkPipelineBindPoint bindPoint() const = 0;
#endif
PipelineLayout const *getLayout() const
{
return layout;
}
protected:
PipelineLayout const *layout = nullptr;
Device const *const device;
const bool robustBufferAccess = true;
};
class GraphicsPipeline : public Pipeline, public ObjectBase<GraphicsPipeline, VkPipeline>
{
public:
GraphicsPipeline(const VkGraphicsPipelineCreateInfo *pCreateInfo,
void *mem,
const Device *device);
virtual ~GraphicsPipeline() = default;
void destroyPipeline(const VkAllocationCallbacks *pAllocator) override;
#ifndef NDEBUG
VkPipelineBindPoint bindPoint() const override
{
return VK_PIPELINE_BIND_POINT_GRAPHICS;
}
#endif
static size_t ComputeRequiredAllocationSize(const VkGraphicsPipelineCreateInfo *pCreateInfo);
void compileShaders(const VkAllocationCallbacks *pAllocator, const VkGraphicsPipelineCreateInfo *pCreateInfo, PipelineCache *pipelineCache);
uint32_t computePrimitiveCount(uint32_t vertexCount) const;
const sw::Context &getContext() const;
const VkRect2D &getScissor() const;
const VkViewport &getViewport() const;
const sw::Color<float> &getBlendConstants() const;
bool hasDynamicState(VkDynamicState dynamicState) const;
bool hasPrimitiveRestartEnable() const { return primitiveRestartEnable; }
private:
void setShader(const VkShaderStageFlagBits &stage, const std::shared_ptr<sw::SpirvShader> spirvShader);
const std::shared_ptr<sw::SpirvShader> getShader(const VkShaderStageFlagBits &stage) const;
std::shared_ptr<sw::SpirvShader> vertexShader;
std::shared_ptr<sw::SpirvShader> fragmentShader;
uint32_t dynamicStateFlags = 0;
bool primitiveRestartEnable = false;
sw::Context context;
VkRect2D scissor;
VkViewport viewport;
sw::Color<float> blendConstants;
};
class ComputePipeline : public Pipeline, public ObjectBase<ComputePipeline, VkPipeline>
{
public:
ComputePipeline(const VkComputePipelineCreateInfo *pCreateInfo, void *mem, const Device *device);
virtual ~ComputePipeline() = default;
void destroyPipeline(const VkAllocationCallbacks *pAllocator) override;
#ifndef NDEBUG
VkPipelineBindPoint bindPoint() const override
{
return VK_PIPELINE_BIND_POINT_COMPUTE;
}
#endif
static size_t ComputeRequiredAllocationSize(const VkComputePipelineCreateInfo *pCreateInfo);
void compileShaders(const VkAllocationCallbacks *pAllocator, const VkComputePipelineCreateInfo *pCreateInfo, PipelineCache *pipelineCache);
void run(uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ,
uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ,
vk::DescriptorSet::Bindings const &descriptorSets,
vk::DescriptorSet::DynamicOffsets const &descriptorDynamicOffsets,
sw::PushConstantStorage const &pushConstants);
protected:
std::shared_ptr<sw::SpirvShader> shader;
std::shared_ptr<sw::ComputeProgram> program;
};
static inline Pipeline *Cast(VkPipeline object)
{
return Pipeline::Cast(object);
}
} // namespace vk
#endif // VK_PIPELINE_HPP_