forks/DiligentCore / 884401f Graphics / GraphicsEngineVulkan / include / PipelineStateVkImpl.hpp

Tree @884401f (Download .tar.gz)

PipelineStateVkImpl.hpp @884401fraw · history · blame

 *  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
 *  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>
    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);


    /// 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.

        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>;

    // 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;

    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;

    // 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;

} // namespace Diligent