/* * 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 "compiler/spirv/spirv.h" #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" static VkBlendFactor clamp_void_blend_factor(VkBlendFactor f) { if (f == VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA) return VK_BLEND_FACTOR_ZERO; if (f == VK_BLEND_FACTOR_DST_ALPHA) return VK_BLEND_FACTOR_ONE; return f; } VkPipeline zink_create_gfx_pipeline(struct zink_screen *screen, struct zink_gfx_program *prog, struct zink_gfx_pipeline_state *state, VkPrimitiveTopology primitive_topology) { struct zink_rasterizer_hw_state *hw_rast_state = (void*)state; VkPipelineVertexInputStateCreateInfo vertex_input_state; if (!screen->info.have_EXT_vertex_input_dynamic_state || !state->element_state->num_attribs) { memset(&vertex_input_state, 0, sizeof(vertex_input_state)); vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_input_state.pVertexBindingDescriptions = state->element_state->b.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; } VkPipelineVertexInputDivisorStateCreateInfoEXT vdiv_state; if (!screen->info.have_EXT_vertex_input_dynamic_state && state->element_state->b.divisors_present) { memset(&vdiv_state, 0, sizeof(vdiv_state)); vertex_input_state.pNext = &vdiv_state; vdiv_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT; vdiv_state.vertexBindingDivisorCount = state->element_state->b.divisors_present; vdiv_state.pVertexBindingDivisors = state->element_state->b.divisors; } VkPipelineInputAssemblyStateCreateInfo primitive_state = {0}; primitive_state.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; primitive_state.topology = primitive_topology; if (!screen->info.have_EXT_extended_dynamic_state2) { switch (primitive_topology) { case VK_PRIMITIVE_TOPOLOGY_POINT_LIST: case VK_PRIMITIVE_TOPOLOGY_LINE_LIST: case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST: case VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY: case VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY: case VK_PRIMITIVE_TOPOLOGY_PATCH_LIST: if (state->primitive_restart) debug_printf("restart_index set with unsupported primitive topology %u\n", primitive_topology); primitive_state.primitiveRestartEnable = VK_FALSE; break; default: primitive_state.primitiveRestartEnable = state->primitive_restart ? VK_TRUE : VK_FALSE; } } VkPipelineColorBlendAttachmentState blend_att[PIPE_MAX_COLOR_BUFS]; VkPipelineColorBlendStateCreateInfo blend_state = {0}; blend_state.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; if (state->blend_state) { unsigned num_attachments = state->render_pass->state.num_rts; if (state->render_pass->state.have_zsbuf) num_attachments--; if (state->void_alpha_attachments) { for (unsigned i = 0; i < num_attachments; i++) { blend_att[i] = state->blend_state->attachments[i]; if (state->void_alpha_attachments & BITFIELD_BIT(i)) { blend_att[i].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; blend_att[i].srcColorBlendFactor = clamp_void_blend_factor(blend_att[i].srcColorBlendFactor); blend_att[i].dstColorBlendFactor = clamp_void_blend_factor(blend_att[i].dstColorBlendFactor); } } blend_state.pAttachments = blend_att; } else blend_state.pAttachments = state->blend_state->attachments; blend_state.attachmentCount = num_attachments; blend_state.logicOpEnable = state->blend_state->logicop_enable; blend_state.logicOp = state->blend_state->logicop_func; } VkPipelineMultisampleStateCreateInfo ms_state = {0}; ms_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms_state.rasterizationSamples = state->rast_samples + 1; if (state->blend_state) { ms_state.alphaToCoverageEnable = state->blend_state->alpha_to_coverage; if (state->blend_state->alpha_to_one && !screen->info.feats.features.alphaToOne) warn_missing_feature("alphaToOne"); ms_state.alphaToOneEnable = state->blend_state->alpha_to_one; } /* "If pSampleMask is NULL, it is treated as if the mask has all bits set to 1." * - Chapter 27. Rasterization * * thus it never makes sense to leave this as NULL since gallium will provide correct * data here as long as sample_mask is initialized on context creation */ ms_state.pSampleMask = &state->sample_mask; if (hw_rast_state->force_persample_interp) { ms_state.sampleShadingEnable = VK_TRUE; ms_state.minSampleShading = 1.0; } VkPipelineViewportStateCreateInfo viewport_state = {0}; viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_state.viewportCount = screen->info.have_EXT_extended_dynamic_state ? 0 : state->dyn_state1.num_viewports; viewport_state.pViewports = NULL; viewport_state.scissorCount = screen->info.have_EXT_extended_dynamic_state ? 0 : state->dyn_state1.num_viewports; viewport_state.pScissors = NULL; VkPipelineRasterizationStateCreateInfo rast_state = {0}; rast_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rast_state.depthClampEnable = hw_rast_state->depth_clamp; rast_state.rasterizerDiscardEnable = hw_rast_state->rasterizer_discard; rast_state.polygonMode = hw_rast_state->polygon_mode; rast_state.cullMode = hw_rast_state->cull_mode; rast_state.frontFace = state->dyn_state1.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 = 1.0f; VkPipelineRasterizationProvokingVertexStateCreateInfoEXT pv_state; pv_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT; pv_state.provokingVertexMode = hw_rast_state->pv_last ? VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT : VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT; if (screen->info.have_EXT_provoking_vertex && hw_rast_state->pv_last) { pv_state.pNext = rast_state.pNext; rast_state.pNext = &pv_state; } VkPipelineDepthStencilStateCreateInfo depth_stencil_state = {0}; depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; depth_stencil_state.depthTestEnable = state->dyn_state1.depth_stencil_alpha_state->depth_test; depth_stencil_state.depthCompareOp = state->dyn_state1.depth_stencil_alpha_state->depth_compare_op; depth_stencil_state.depthBoundsTestEnable = state->dyn_state1.depth_stencil_alpha_state->depth_bounds_test; depth_stencil_state.minDepthBounds = state->dyn_state1.depth_stencil_alpha_state->min_depth_bounds; depth_stencil_state.maxDepthBounds = state->dyn_state1.depth_stencil_alpha_state->max_depth_bounds; depth_stencil_state.stencilTestEnable = state->dyn_state1.depth_stencil_alpha_state->stencil_test; depth_stencil_state.front = state->dyn_state1.depth_stencil_alpha_state->stencil_front; depth_stencil_state.back = state->dyn_state1.depth_stencil_alpha_state->stencil_back; depth_stencil_state.depthWriteEnable = state->dyn_state1.depth_stencil_alpha_state->depth_write; VkDynamicState dynamicStateEnables[30] = { VK_DYNAMIC_STATE_LINE_WIDTH, VK_DYNAMIC_STATE_DEPTH_BIAS, VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_STENCIL_REFERENCE, }; unsigned state_count = 4; if (screen->info.have_EXT_extended_dynamic_state) { dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_VIEWPORT_WITH_COUNT_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_SCISSOR_WITH_COUNT_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_DEPTH_BOUNDS; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_DEPTH_COMPARE_OP_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_STENCIL_OP_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_FRONT_FACE_EXT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_PRIMITIVE_TOPOLOGY_EXT; if (state->sample_locations_enabled) dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_SAMPLE_LOCATIONS_EXT; } else { dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_VIEWPORT; dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_SCISSOR; } if (state->element_state->num_attribs) { if (screen->info.have_EXT_vertex_input_dynamic_state) dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_VERTEX_INPUT_EXT; else if (screen->info.have_EXT_extended_dynamic_state) dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT; } if (screen->info.have_EXT_extended_dynamic_state2) dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_PRIMITIVE_RESTART_ENABLE_EXT; VkPipelineRasterizationLineStateCreateInfoEXT rast_line_state; if (screen->info.have_EXT_line_rasterization) { rast_line_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_LINE_STATE_CREATE_INFO_EXT; rast_line_state.pNext = rast_state.pNext; rast_line_state.stippledLineEnable = VK_FALSE; rast_line_state.lineRasterizationMode = hw_rast_state->line_mode; if (hw_rast_state->line_stipple_enable) { dynamicStateEnables[state_count++] = VK_DYNAMIC_STATE_LINE_STIPPLE_EXT; rast_line_state.stippledLineEnable = VK_TRUE; } rast_state.pNext = &rast_line_state; } VkPipelineDynamicStateCreateInfo pipelineDynamicStateCreateInfo = {0}; pipelineDynamicStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; pipelineDynamicStateCreateInfo.pDynamicStates = dynamicStateEnables; pipelineDynamicStateCreateInfo.dynamicStateCount = state_count; VkGraphicsPipelineCreateInfo pci = {0}; pci.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pci.layout = prog->base.layout; pci.renderPass = state->render_pass->render_pass; if (!screen->info.have_EXT_vertex_input_dynamic_state || !state->element_state->num_attribs) 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; VkPipelineTessellationStateCreateInfo tci = {0}; VkPipelineTessellationDomainOriginStateCreateInfo tdci = {0}; if (prog->shaders[PIPE_SHADER_TESS_CTRL] && prog->shaders[PIPE_SHADER_TESS_EVAL]) { tci.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO; tci.patchControlPoints = state->vertices_per_patch + 1; pci.pTessellationState = &tci; tci.pNext = &tdci; tdci.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO; tdci.domainOrigin = VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT; } VkPipelineShaderStageCreateInfo shader_stages[ZINK_SHADER_COUNT]; uint32_t num_stages = 0; for (int i = 0; i < ZINK_SHADER_COUNT; ++i) { if (!prog->modules[i]) continue; VkPipelineShaderStageCreateInfo stage = {0}; stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage.stage = zink_shader_stage(i); stage.module = prog->modules[i]->shader; stage.pName = "main"; shader_stages[num_stages++] = stage; } assert(num_stages > 0); pci.pStages = shader_stages; pci.stageCount = num_stages; VkPipeline pipeline; if (vkCreateGraphicsPipelines(screen->dev, prog->base.pipeline_cache, 1, &pci, NULL, &pipeline) != VK_SUCCESS) { debug_printf("vkCreateGraphicsPipelines failed\n"); return VK_NULL_HANDLE; } return pipeline; } VkPipeline zink_create_compute_pipeline(struct zink_screen *screen, struct zink_compute_program *comp, struct zink_compute_pipeline_state *state) { VkComputePipelineCreateInfo pci = {0}; pci.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO; pci.layout = comp->base.layout; VkPipelineShaderStageCreateInfo stage = {0}; stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage.stage = VK_SHADER_STAGE_COMPUTE_BIT; stage.module = comp->module->shader; stage.pName = "main"; VkSpecializationInfo sinfo = {0}; VkSpecializationMapEntry me[3]; if (state->use_local_size) { stage.pSpecializationInfo = &sinfo; sinfo.mapEntryCount = 3; sinfo.pMapEntries = &me[0]; sinfo.dataSize = sizeof(state->local_size); sinfo.pData = &state->local_size[0]; uint32_t ids[] = {ZINK_WORKGROUP_SIZE_X, ZINK_WORKGROUP_SIZE_Y, ZINK_WORKGROUP_SIZE_Z}; for (int i = 0; i < 3; i++) { me[i].size = sizeof(uint32_t); me[i].constantID = ids[i]; me[i].offset = i * sizeof(uint32_t); } } pci.stage = stage; VkPipeline pipeline; if (vkCreateComputePipelines(screen->dev, comp->base.pipeline_cache, 1, &pci, NULL, &pipeline) != VK_SUCCESS) { debug_printf("vkCreateComputePipelines failed\n"); return VK_NULL_HANDLE; } zink_screen_update_pipeline_cache(screen, &comp->base); return pipeline; }