blob: 976c3afc85775eee9e3a0921f7658002d7ca1cdf [file] [log] [blame]
/*
* 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(struct zink_screen *screen,
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;
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;
}
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 = state->rast_samples;
ms_state.alphaToCoverageEnable = state->blend_state->alpha_to_coverage;
ms_state.alphaToOneEnable = state->blend_state->alpha_to_one;
ms_state.pSampleMask = state->sample_mask ? &state->sample_mask : NULL;
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 = 1.0f;
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_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH,
VK_DYNAMIC_STATE_DEPTH_BIAS,
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
};
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[ZINK_SHADER_COUNT];
uint32_t num_stages = 0;
for (int i = 0; i < ZINK_SHADER_COUNT; ++i) {
if (!prog->modules[i])
continue;
VkPipelineShaderStageCreateInfo stage = {};
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, VK_NULL_HANDLE, 1, &pci,
NULL, &pipeline) != VK_SUCCESS) {
debug_printf("vkCreateGraphicsPipelines failed\n");
return VK_NULL_HANDLE;
}
return pipeline;
}