/* * Copyright 2018 Collabora Ltd. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "zink_pipeline.h" #include "zink_compiler.h" #include "zink_context.h" #include "zink_program.h" #include "zink_render_pass.h" #include "zink_screen.h" #include "zink_state.h" #include "util/u_debug.h" #include "util/u_prim.h" VkPipeline zink_create_gfx_pipeline(VkDevice dev, struct zink_gfx_program *prog, struct zink_gfx_pipeline_state *state, VkPrimitiveTopology primitive_topology) { VkPipelineVertexInputStateCreateInfo vertex_input_state = {}; vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_input_state.pVertexBindingDescriptions = state->bindings; vertex_input_state.vertexBindingDescriptionCount = state->element_state->num_bindings; vertex_input_state.pVertexAttributeDescriptions = state->element_state->attribs; vertex_input_state.vertexAttributeDescriptionCount = state->element_state->num_attribs; VkPipelineInputAssemblyStateCreateInfo primitive_state = {}; primitive_state.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; primitive_state.topology = primitive_topology; primitive_state.primitiveRestartEnable = VK_FALSE; VkPipelineColorBlendStateCreateInfo blend_state = {}; blend_state.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; blend_state.pAttachments = state->blend_state->attachments; blend_state.attachmentCount = state->num_attachments; blend_state.logicOpEnable = state->blend_state->logicop_enable; blend_state.logicOp = state->blend_state->logicop_func; VkPipelineMultisampleStateCreateInfo ms_state = {}; ms_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; ms_state.alphaToCoverageEnable = state->blend_state->alpha_to_coverage; ms_state.alphaToOneEnable = state->blend_state->alpha_to_one; VkPipelineViewportStateCreateInfo viewport_state = {}; viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_state.viewportCount = 1; viewport_state.pViewports = NULL; viewport_state.scissorCount = 1; viewport_state.pScissors = NULL; VkPipelineRasterizationStateCreateInfo rast_state = {}; rast_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rast_state.depthClampEnable = state->rast_state->depth_clamp; rast_state.rasterizerDiscardEnable = state->rast_state->rasterizer_discard; rast_state.polygonMode = state->rast_state->polygon_mode; rast_state.cullMode = state->rast_state->cull_mode; rast_state.frontFace = state->rast_state->front_face; rast_state.depthBiasEnable = VK_TRUE; rast_state.depthBiasConstantFactor = 0.0; rast_state.depthBiasClamp = 0.0; rast_state.depthBiasSlopeFactor = 0.0; rast_state.lineWidth = state->line_width; VkPipelineDepthStencilStateCreateInfo depth_stencil_state = {}; depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; depth_stencil_state.depthTestEnable = state->depth_stencil_alpha_state->depth_test; depth_stencil_state.depthCompareOp = state->depth_stencil_alpha_state->depth_compare_op; depth_stencil_state.depthBoundsTestEnable = state->depth_stencil_alpha_state->depth_bounds_test; depth_stencil_state.minDepthBounds = state->depth_stencil_alpha_state->min_depth_bounds; depth_stencil_state.maxDepthBounds = state->depth_stencil_alpha_state->max_depth_bounds; depth_stencil_state.stencilTestEnable = state->depth_stencil_alpha_state->stencil_test; depth_stencil_state.front = state->depth_stencil_alpha_state->stencil_front; depth_stencil_state.back = state->depth_stencil_alpha_state->stencil_back; depth_stencil_state.depthWriteEnable = state->depth_stencil_alpha_state->depth_write; VkDynamicState dynamicStateEnables[] = { VK_DYNAMIC_STATE_DEPTH_BIAS, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_STENCIL_REFERENCE, VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_BLEND_CONSTANTS, }; VkPipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo = {}; pipelineDynamicStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; pipelineDynamicStateCreateInfo.pDynamicStates = dynamicStateEnables; pipelineDynamicStateCreateInfo.dynamicStateCount = ARRAY_SIZE(dynamicStateEnables); VkGraphicsPipelineCreateInfo pci = {}; pci.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pci.flags = VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT; pci.layout = prog->layout; pci.renderPass = state->render_pass->render_pass; pci.pVertexInputState = &vertex_input_state; pci.pInputAssemblyState = &primitive_state; pci.pRasterizationState = &rast_state; pci.pColorBlendState = &blend_state; pci.pMultisampleState = &ms_state; pci.pViewportState = &viewport_state; pci.pDepthStencilState = &depth_stencil_state; pci.pDynamicState = &pipelineDynamicStateCreateInfo; VkPipelineShaderStageCreateInfo shader_stages[PIPE_SHADER_TYPES - 1]; uint32_t num_stages = 0; for (int i = 0; i < PIPE_SHADER_TYPES - 1; ++i) { if (!prog->stages[i]) continue; VkPipelineShaderStageCreateInfo stage = {}; stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage.stage = zink_shader_stage(i); stage.module = prog->stages[i]->shader_module; stage.pName = "main"; shader_stages[num_stages++] = stage; } assert(num_stages > 0); pci.pStages = shader_stages; pci.stageCount = num_stages; VkPipeline pipeline; if (vkCreateGraphicsPipelines(dev, VK_NULL_HANDLE, 1, &pci, NULL, &pipeline) != VK_SUCCESS) { debug_printf("vkCreateGraphicsPipelines failed\n"); return VK_NULL_HANDLE; } return pipeline; }