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OpenDX/src/dxvk/dxvk_graphics.cpp

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#include <cstring>
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#include "dxvk_graphics.h"
namespace dxvk {
DxvkGraphicsPipelineStateInfo::DxvkGraphicsPipelineStateInfo() {
std::memset(this, 0, sizeof(DxvkGraphicsPipelineStateInfo));
}
DxvkGraphicsPipelineStateInfo::DxvkGraphicsPipelineStateInfo(
const DxvkGraphicsPipelineStateInfo& other) {
std::memcpy(this, &other, sizeof(DxvkGraphicsPipelineStateInfo));
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}
DxvkGraphicsPipelineStateInfo& DxvkGraphicsPipelineStateInfo::operator = (
const DxvkGraphicsPipelineStateInfo& other) {
std::memcpy(this, &other, sizeof(DxvkGraphicsPipelineStateInfo));
return *this;
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}
bool DxvkGraphicsPipelineStateInfo::operator == (const DxvkGraphicsPipelineStateInfo& other) const {
return std::memcmp(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)) == 0;
}
bool DxvkGraphicsPipelineStateInfo::operator != (const DxvkGraphicsPipelineStateInfo& other) const {
return std::memcmp(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)) != 0;
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}
DxvkGraphicsPipeline::DxvkGraphicsPipeline(
const Rc<vk::DeviceFn>& vkd,
const Rc<DxvkPipelineCache>& cache,
const Rc<DxvkShader>& vs,
const Rc<DxvkShader>& tcs,
const Rc<DxvkShader>& tes,
const Rc<DxvkShader>& gs,
const Rc<DxvkShader>& fs)
: m_vkd(vkd), m_cache(cache) {
DxvkDescriptorSlotMapping slotMapping;
if (vs != nullptr) vs ->defineResourceSlots(slotMapping);
if (tcs != nullptr) tcs->defineResourceSlots(slotMapping);
if (tes != nullptr) tes->defineResourceSlots(slotMapping);
if (gs != nullptr) gs ->defineResourceSlots(slotMapping);
if (fs != nullptr) fs ->defineResourceSlots(slotMapping);
m_layout = new DxvkBindingLayout(vkd,
slotMapping.bindingCount(),
slotMapping.bindingInfos());
if (vs != nullptr) m_vs = vs ->createShaderModule(vkd, slotMapping);
if (tcs != nullptr) m_tcs = tcs->createShaderModule(vkd, slotMapping);
if (tes != nullptr) m_tes = tes->createShaderModule(vkd, slotMapping);
if (gs != nullptr) m_gs = gs ->createShaderModule(vkd, slotMapping);
if (fs != nullptr) m_fs = fs ->createShaderModule(vkd, slotMapping);
m_vsIn = vs != nullptr ? vs->interfaceSlots().inputSlots : 0;
m_fsOut = fs != nullptr ? fs->interfaceSlots().outputSlots : 0;
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}
DxvkGraphicsPipeline::~DxvkGraphicsPipeline() {
this->destroyPipelines();
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}
VkPipeline DxvkGraphicsPipeline::getPipelineHandle(
const DxvkGraphicsPipelineStateInfo& state) {
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std::lock_guard<std::mutex> lock(m_mutex);
for (const PipelineStruct& pair : m_pipelines) {
if (pair.stateVector == state)
return pair.pipeline;
}
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VkPipeline pipeline = this->validatePipelineState(state)
? this->compilePipeline(state, m_basePipeline)
: VK_NULL_HANDLE;
m_pipelines.push_back({ state, pipeline });
if (m_basePipeline == VK_NULL_HANDLE)
m_basePipeline = pipeline;
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return pipeline;
}
VkPipeline DxvkGraphicsPipeline::compilePipeline(
const DxvkGraphicsPipelineStateInfo& state,
VkPipeline baseHandle) const {
std::array<VkDynamicState, 4> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
};
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std::array<VkBool32, MaxNumActiveBindings> specData;
std::array<VkSpecializationMapEntry, MaxNumActiveBindings> specMap;
for (uint32_t i = 0; i < MaxNumActiveBindings; i++) {
specData[i] = state.bsBindingState.isBound(i) ? VK_TRUE : VK_FALSE;
specMap [i] = { i, static_cast<uint32_t>(sizeof(VkBool32)) * i, sizeof(VkBool32) };
}
VkSpecializationInfo specInfo;
specInfo.mapEntryCount = specMap.size();
specInfo.pMapEntries = specMap.data();
specInfo.dataSize = specData.size() * sizeof(VkBool32);
specInfo.pData = specData.data();
std::vector<VkPipelineShaderStageCreateInfo> stages;
if (m_vs != nullptr) stages.push_back(m_vs->stageInfo(&specInfo));
if (m_tcs != nullptr) stages.push_back(m_tcs->stageInfo(&specInfo));
if (m_tes != nullptr) stages.push_back(m_tes->stageInfo(&specInfo));
if (m_gs != nullptr) stages.push_back(m_gs->stageInfo(&specInfo));
if (m_fs != nullptr) stages.push_back(m_fs->stageInfo(&specInfo));
VkPipelineVertexInputStateCreateInfo viInfo;
viInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
viInfo.pNext = nullptr;
viInfo.flags = 0;
viInfo.vertexBindingDescriptionCount = state.ilBindingCount;
viInfo.pVertexBindingDescriptions = state.ilBindings;
viInfo.vertexAttributeDescriptionCount = state.ilAttributeCount;
viInfo.pVertexAttributeDescriptions = state.ilAttributes;
VkPipelineInputAssemblyStateCreateInfo iaInfo;
iaInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
iaInfo.pNext = nullptr;
iaInfo.flags = 0;
iaInfo.topology = state.iaPrimitiveTopology;
iaInfo.primitiveRestartEnable = state.iaPrimitiveRestart;
VkPipelineViewportStateCreateInfo vpInfo;
vpInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vpInfo.pNext = nullptr;
vpInfo.flags = 0;
vpInfo.viewportCount = state.rsViewportCount;
vpInfo.pViewports = nullptr;
vpInfo.scissorCount = state.rsViewportCount;
vpInfo.pScissors = nullptr;
VkPipelineRasterizationStateCreateInfo rsInfo;
rsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rsInfo.pNext = nullptr;
rsInfo.flags = 0;
rsInfo.depthClampEnable = state.rsEnableDepthClamp;
rsInfo.rasterizerDiscardEnable= state.rsEnableDiscard;
rsInfo.polygonMode = state.rsPolygonMode;
rsInfo.cullMode = state.rsCullMode;
rsInfo.frontFace = state.rsFrontFace;
rsInfo.depthBiasEnable = state.rsDepthBiasEnable;
rsInfo.depthBiasConstantFactor= state.rsDepthBiasConstant;
rsInfo.depthBiasClamp = state.rsDepthBiasClamp;
rsInfo.depthBiasSlopeFactor = state.rsDepthBiasSlope;
rsInfo.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo msInfo;
msInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
msInfo.pNext = nullptr;
msInfo.flags = 0;
msInfo.rasterizationSamples = state.msSampleCount;
msInfo.sampleShadingEnable = state.msEnableSampleShading;
msInfo.minSampleShading = state.msMinSampleShading;
msInfo.pSampleMask = &state.msSampleMask;
msInfo.alphaToCoverageEnable = state.msEnableAlphaToCoverage;
msInfo.alphaToOneEnable = state.msEnableAlphaToOne;
VkPipelineDepthStencilStateCreateInfo dsInfo;
dsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
dsInfo.pNext = nullptr;
dsInfo.flags = 0;
dsInfo.depthTestEnable = state.dsEnableDepthTest;
dsInfo.depthWriteEnable = state.dsEnableDepthWrite;
dsInfo.depthCompareOp = state.dsDepthCompareOp;
dsInfo.depthBoundsTestEnable = state.dsEnableDepthBounds;
dsInfo.stencilTestEnable = state.dsEnableStencilTest;
dsInfo.front = state.dsStencilOpFront;
dsInfo.back = state.dsStencilOpBack;
dsInfo.minDepthBounds = state.dsDepthBoundsMin;
dsInfo.maxDepthBounds = state.dsDepthBoundsMax;
VkPipelineColorBlendStateCreateInfo cbInfo;
cbInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
cbInfo.pNext = nullptr;
cbInfo.flags = 0;
cbInfo.logicOpEnable = state.omEnableLogicOp;
cbInfo.logicOp = state.omLogicOp;
cbInfo.attachmentCount = DxvkLimits::MaxNumRenderTargets;
cbInfo.pAttachments = state.omBlendAttachments;
for (uint32_t i = 0; i < 4; i++)
cbInfo.blendConstants[i] = 0.0f;
VkPipelineDynamicStateCreateInfo dyInfo;
dyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyInfo.pNext = nullptr;
dyInfo.flags = 0;
dyInfo.dynamicStateCount = dynamicStates.size();
dyInfo.pDynamicStates = dynamicStates.data();
VkGraphicsPipelineCreateInfo info;
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.pNext = nullptr;
info.flags = baseHandle == VK_NULL_HANDLE
? VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT
: VK_PIPELINE_CREATE_DERIVATIVE_BIT;
info.stageCount = stages.size();
info.pStages = stages.data();
info.pVertexInputState = &viInfo;
info.pInputAssemblyState = &iaInfo;
info.pTessellationState = nullptr; // TODO implement
info.pViewportState = &vpInfo;
info.pRasterizationState = &rsInfo;
info.pMultisampleState = &msInfo;
info.pDepthStencilState = &dsInfo;
info.pColorBlendState = &cbInfo;
info.pDynamicState = &dyInfo;
info.layout = m_layout->pipelineLayout();
info.renderPass = state.omRenderPass;
info.subpass = 0;
info.basePipelineHandle = baseHandle;
info.basePipelineIndex = -1;
VkPipeline pipeline = VK_NULL_HANDLE;
if (m_vkd->vkCreateGraphicsPipelines(m_vkd->device(),
m_cache->handle(), 1, &info, nullptr, &pipeline) != VK_SUCCESS)
throw DxvkError("DxvkGraphicsPipeline::DxvkGraphicsPipeline: Failed to compile pipeline");
return pipeline;
}
void DxvkGraphicsPipeline::destroyPipelines() {
for (const PipelineStruct& pair : m_pipelines)
m_vkd->vkDestroyPipeline(m_vkd->device(), pair.pipeline, nullptr);
}
bool DxvkGraphicsPipeline::validatePipelineState(
const DxvkGraphicsPipelineStateInfo& state) const {
// Validate vertex input - each input slot consumed by the
// vertex shader must be provided by the input layout.
uint32_t providedVertexInputs = 0;
for (uint32_t i = 0; i < state.ilAttributeCount; i++)
providedVertexInputs |= 1u << state.ilAttributes[i].location;
if ((providedVertexInputs & m_vsIn) != m_vsIn) {
Logger::err("DxvkGraphicsPipeline: Input layout mismatches vertex shader input");
return false;
}
// No errors
return true;
}
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}