/*
* Copyright 2019-2021 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* 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.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#pragma once
/// \file
/// Declaration of Diligent::PipelineStateVkImpl class
#include <array>
#include <memory>
#include "EngineVkImplTraits.hpp"
#include "PipelineStateBase.hpp"
#include "PipelineResourceSignatureVkImpl.hpp" // Required by PipelineStateBase
#include "ShaderVariableManagerVk.hpp"
#include "FixedBlockMemoryAllocator.hpp"
#include "SRBMemoryAllocator.hpp"
#include "PipelineLayoutVk.hpp"
#include "VulkanUtilities/VulkanObjectWrappers.hpp"
#include "VulkanUtilities/VulkanCommandBuffer.hpp"
namespace Diligent
{
/// Pipeline state object implementation in Vulkan backend.
class PipelineStateVkImpl final : public PipelineStateBase<EngineVkImplTraits>
{
public:
using TPipelineStateBase = PipelineStateBase<EngineVkImplTraits>;
PipelineStateVkImpl(IReferenceCounters* pRefCounters, RenderDeviceVkImpl* pDeviceVk, const GraphicsPipelineStateCreateInfo& CreateInfo);
PipelineStateVkImpl(IReferenceCounters* pRefCounters, RenderDeviceVkImpl* pDeviceVk, const ComputePipelineStateCreateInfo& CreateInfo);
PipelineStateVkImpl(IReferenceCounters* pRefCounters, RenderDeviceVkImpl* pDeviceVk, const RayTracingPipelineStateCreateInfo& CreateInfo);
~PipelineStateVkImpl();
IMPLEMENT_QUERY_INTERFACE_IN_PLACE(IID_PipelineStateVk, TPipelineStateBase)
/// Implementation of IPipelineStateVk::GetRenderPass().
virtual IRenderPassVk* DILIGENT_CALL_TYPE GetRenderPass() const override final { return GetRenderPassPtr().RawPtr<IRenderPassVk>(); }
/// Implementation of IPipelineStateVk::GetVkPipeline().
virtual VkPipeline DILIGENT_CALL_TYPE GetVkPipeline() const override final { return m_Pipeline; }
const PipelineLayoutVk& GetPipelineLayout() const { return m_PipelineLayout; }
static RenderPassDesc GetImplicitRenderPassDesc(Uint32 NumRenderTargets,
const TEXTURE_FORMAT RTVFormats[],
TEXTURE_FORMAT DSVFormat,
Uint8 SampleCount,
std::array<RenderPassAttachmentDesc, MAX_RENDER_TARGETS + 1>& Attachments,
std::array<AttachmentReference, MAX_RENDER_TARGETS + 1>& AttachmentReferences,
SubpassDesc& SubpassDesc);
struct ShaderStageInfo
{
ShaderStageInfo() {}
ShaderStageInfo(const ShaderVkImpl* pShader);
void Append(const ShaderVkImpl* pShader);
size_t Count() const;
// Shader stage type. All shaders in the stage must have the same type.
SHADER_TYPE Type = SHADER_TYPE_UNKNOWN;
std::vector<const ShaderVkImpl*> Shaders;
std::vector<std::vector<uint32_t>> SPIRVs;
friend SHADER_TYPE GetShaderStageType(const ShaderStageInfo& Stage) { return Stage.Type; }
};
using TShaderStages = std::vector<ShaderStageInfo>;
#ifdef DILIGENT_DEVELOPMENT
// Performs validation of SRB resource parameters that are not possible to validate
// when resource is bound.
using SRBArray = std::array<ShaderResourceBindingVkImpl*, MAX_RESOURCE_SIGNATURES>;
void DvpVerifySRBResources(const SRBArray& SRBs) const;
void DvpValidateResourceLimits() const;
#endif
private:
template <typename PSOCreateInfoType>
TShaderStages InitInternalObjects(const PSOCreateInfoType& CreateInfo,
std::vector<VkPipelineShaderStageCreateInfo>& vkShaderStages,
std::vector<VulkanUtilities::ShaderModuleWrapper>& ShaderModules);
void InitPipelineLayout(const PipelineStateCreateInfo& CreateInfo,
TShaderStages& ShaderStages);
RefCntAutoPtr<PipelineResourceSignatureVkImpl> CreateDefaultSignature(
const PipelineStateCreateInfo& CreateInfo,
const TShaderStages& ShaderStages,
Uint32 BindingIndex);
void Destruct();
VulkanUtilities::PipelineWrapper m_Pipeline;
PipelineLayoutVk m_PipelineLayout;
#ifdef DILIGENT_DEVELOPMENT
// Shader resources for all shaders in all shader stages
std::vector<std::shared_ptr<const SPIRVShaderResources>> m_ShaderResources;
// Resource attributions for every resource in m_ShaderResources, in the same order
std::vector<ResourceAttribution> m_ResourceAttibutions;
#endif
};
} // namespace Diligent