GrVkProgram* GrVkProgramBuilder::finalize(const DrawArgs& args, GrPrimitiveType primitiveType, const GrVkRenderPass& renderPass) { VkDescriptorSetLayout dsLayout[2]; VkPipelineLayout pipelineLayout; VkShaderModule vertShaderModule; VkShaderModule fragShaderModule; uint32_t numSamplers = fSamplerUniforms.count(); SkAutoTDeleteArray<VkDescriptorSetLayoutBinding> dsSamplerBindings( new VkDescriptorSetLayoutBinding[numSamplers]); for (uint32_t i = 0; i < numSamplers; ++i) { UniformHandle uniHandle = fSamplerUniforms[i]; GrVkUniformHandler::UniformInfo uniformInfo = fUniformHandler.getUniformInfo(uniHandle); SkASSERT(kSampler2D_GrSLType == uniformInfo.fVariable.getType()); SkASSERT(0 == uniformInfo.fSetNumber); SkASSERT(uniformInfo.fBinding == i); dsSamplerBindings[i].binding = uniformInfo.fBinding; dsSamplerBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; dsSamplerBindings[i].descriptorCount = 1; dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(uniformInfo.fVisibility); dsSamplerBindings[i].pImmutableSamplers = nullptr; } VkDescriptorSetLayoutCreateInfo dsSamplerLayoutCreateInfo; memset(&dsSamplerLayoutCreateInfo, 0, sizeof(VkDescriptorSetLayoutCreateInfo)); dsSamplerLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsSamplerLayoutCreateInfo.pNext = nullptr; dsSamplerLayoutCreateInfo.flags = 0; dsSamplerLayoutCreateInfo.bindingCount = fSamplerUniforms.count(); // Setting to nullptr fixes an error in the param checker validation layer. Even though // bindingCount is 0 (which is valid), it still tries to validate pBindings unless it is null. dsSamplerLayoutCreateInfo.pBindings = fSamplerUniforms.count() ? dsSamplerBindings.get() : nullptr; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreateDescriptorSetLayout(fGpu->device(), &dsSamplerLayoutCreateInfo, nullptr, &dsLayout[GrVkUniformHandler::kSamplerDescSet])); // Create Uniform Buffer Descriptor // We always attach uniform buffers to descriptor set 1. The vertex uniform buffer will have // binding 0 and the fragment binding 1. VkDescriptorSetLayoutBinding dsUniBindings[2]; memset(&dsUniBindings, 0, 2 * sizeof(VkDescriptorSetLayoutBinding)); dsUniBindings[0].binding = GrVkUniformHandler::kVertexBinding; dsUniBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; dsUniBindings[0].descriptorCount = fUniformHandler.hasVertexUniforms() ? 1 : 0; dsUniBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; dsUniBindings[0].pImmutableSamplers = nullptr; dsUniBindings[1].binding = GrVkUniformHandler::kFragBinding; dsUniBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; dsUniBindings[1].descriptorCount = fUniformHandler.hasFragmentUniforms() ? 1 : 0; dsUniBindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; dsUniBindings[1].pImmutableSamplers = nullptr; VkDescriptorSetLayoutCreateInfo dsUniformLayoutCreateInfo; memset(&dsUniformLayoutCreateInfo, 0, sizeof(VkDescriptorSetLayoutCreateInfo)); dsUniformLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsUniformLayoutCreateInfo.pNext = nullptr; dsUniformLayoutCreateInfo.flags = 0; dsUniformLayoutCreateInfo.bindingCount = 2; dsUniformLayoutCreateInfo.pBindings = dsUniBindings; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreateDescriptorSetLayout( fGpu->device(), &dsUniformLayoutCreateInfo, nullptr, &dsLayout[GrVkUniformHandler::kUniformBufferDescSet])); // Create the VkPipelineLayout VkPipelineLayoutCreateInfo layoutCreateInfo; memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags)); layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layoutCreateInfo.pNext = 0; layoutCreateInfo.flags = 0; layoutCreateInfo.setLayoutCount = 2; layoutCreateInfo.pSetLayouts = dsLayout; layoutCreateInfo.pushConstantRangeCount = 0; layoutCreateInfo.pPushConstantRanges = nullptr; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreatePipelineLayout(fGpu->device(), &layoutCreateInfo, nullptr, &pipelineLayout)); // We need to enable the following extensions so that the compiler can correctly make spir-v // from our glsl shaders. fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n"); fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n"); fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n"); fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n"); this->finalizeShaders(); VkPipelineShaderStageCreateInfo shaderStageInfo[2]; SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_VERTEX_BIT, fVS, &vertShaderModule, &shaderStageInfo[0])); SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_FRAGMENT_BIT, fFS, &fragShaderModule, &shaderStageInfo[1])); GrVkResourceProvider& resourceProvider = fGpu->resourceProvider(); GrVkPipeline* pipeline = resourceProvider.createPipeline(*args.fPipeline, *args.fPrimitiveProcessor, shaderStageInfo, 2, primitiveType, renderPass, pipelineLayout); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), vertShaderModule, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), fragShaderModule, nullptr)); if (!pipeline) { GR_VK_CALL(fGpu->vkInterface(), DestroyPipelineLayout(fGpu->device(), pipelineLayout, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[0], nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[1], nullptr)); return nullptr; } GrVkDescriptorPool::DescriptorTypeCounts typeCounts; typeCounts.setTypeCount(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2); SkASSERT(numSamplers < 256); typeCounts.setTypeCount(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, (uint8_t)numSamplers); GrVkDescriptorPool* descriptorPool = fGpu->resourceProvider().findOrCreateCompatibleDescriptorPool(typeCounts); VkDescriptorSetAllocateInfo dsAllocateInfo; memset(&dsAllocateInfo, 0, sizeof(VkDescriptorSetAllocateInfo)); dsAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; dsAllocateInfo.pNext = nullptr; dsAllocateInfo.descriptorPool = descriptorPool->descPool(); dsAllocateInfo.descriptorSetCount = 2; dsAllocateInfo.pSetLayouts = dsLayout; VkDescriptorSet descriptorSets[2]; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), AllocateDescriptorSets(fGpu->device(), &dsAllocateInfo, descriptorSets)); return new GrVkProgram(fGpu, pipeline, pipelineLayout, dsLayout, descriptorPool, descriptorSets, fUniformHandles, fUniformHandler.fUniforms, fUniformHandler.fCurrentVertexUBOOffset, fUniformHandler.fCurrentFragmentUBOOffset, numSamplers, fGeometryProcessor, fXferProcessor, fFragmentProcessors); }
GrVkPipelineState* GrVkPipelineStateBuilder::finalize(GrPrimitiveType primitiveType, const GrVkRenderPass& renderPass, const GrVkPipelineState::Desc& desc) { VkDescriptorSetLayout dsLayout[2]; VkPipelineLayout pipelineLayout; VkShaderModule vertShaderModule; VkShaderModule fragShaderModule; uint32_t numSamplers = (uint32_t)fUniformHandler.numSamplers(); SkAutoTDeleteArray<VkDescriptorSetLayoutBinding> dsSamplerBindings( new VkDescriptorSetLayoutBinding[numSamplers]); for (uint32_t i = 0; i < numSamplers; ++i) { const GrVkGLSLSampler& sampler = static_cast<const GrVkGLSLSampler&>(fUniformHandler.getSampler(i)); SkASSERT(sampler.binding() == i); dsSamplerBindings[i].binding = sampler.binding(); dsSamplerBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; dsSamplerBindings[i].descriptorCount = 1; dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(sampler.visibility()); dsSamplerBindings[i].pImmutableSamplers = nullptr; } VkDescriptorSetLayoutCreateInfo dsSamplerLayoutCreateInfo; memset(&dsSamplerLayoutCreateInfo, 0, sizeof(VkDescriptorSetLayoutCreateInfo)); dsSamplerLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsSamplerLayoutCreateInfo.pNext = nullptr; dsSamplerLayoutCreateInfo.flags = 0; dsSamplerLayoutCreateInfo.bindingCount = numSamplers; // Setting to nullptr fixes an error in the param checker validation layer. Even though // bindingCount is 0 (which is valid), it still tries to validate pBindings unless it is null. dsSamplerLayoutCreateInfo.pBindings = numSamplers ? dsSamplerBindings.get() : nullptr; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreateDescriptorSetLayout(fGpu->device(), &dsSamplerLayoutCreateInfo, nullptr, &dsLayout[GrVkUniformHandler::kSamplerDescSet])); // Create Uniform Buffer Descriptor // We always attach uniform buffers to descriptor set 1. The vertex uniform buffer will have // binding 0 and the fragment binding 1. VkDescriptorSetLayoutBinding dsUniBindings[2]; memset(&dsUniBindings, 0, 2 * sizeof(VkDescriptorSetLayoutBinding)); dsUniBindings[0].binding = GrVkUniformHandler::kVertexBinding; dsUniBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; dsUniBindings[0].descriptorCount = 1; dsUniBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; dsUniBindings[0].pImmutableSamplers = nullptr; dsUniBindings[1].binding = GrVkUniformHandler::kFragBinding; dsUniBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; dsUniBindings[1].descriptorCount = 1; dsUniBindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; dsUniBindings[1].pImmutableSamplers = nullptr; VkDescriptorSetLayoutCreateInfo dsUniformLayoutCreateInfo; memset(&dsUniformLayoutCreateInfo, 0, sizeof(VkDescriptorSetLayoutCreateInfo)); dsUniformLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; dsUniformLayoutCreateInfo.pNext = nullptr; dsUniformLayoutCreateInfo.flags = 0; dsUniformLayoutCreateInfo.bindingCount = 2; dsUniformLayoutCreateInfo.pBindings = dsUniBindings; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreateDescriptorSetLayout( fGpu->device(), &dsUniformLayoutCreateInfo, nullptr, &dsLayout[GrVkUniformHandler::kUniformBufferDescSet])); // Create the VkPipelineLayout VkPipelineLayoutCreateInfo layoutCreateInfo; memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags)); layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layoutCreateInfo.pNext = 0; layoutCreateInfo.flags = 0; layoutCreateInfo.setLayoutCount = 2; layoutCreateInfo.pSetLayouts = dsLayout; layoutCreateInfo.pushConstantRangeCount = 0; layoutCreateInfo.pPushConstantRanges = nullptr; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreatePipelineLayout(fGpu->device(), &layoutCreateInfo, nullptr, &pipelineLayout)); // We need to enable the following extensions so that the compiler can correctly make spir-v // from our glsl shaders. fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n"); fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n"); fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n"); fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n"); this->finalizeShaders(); VkPipelineShaderStageCreateInfo shaderStageInfo[2]; SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_VERTEX_BIT, fVS, &vertShaderModule, &shaderStageInfo[0])); SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_FRAGMENT_BIT, fFS, &fragShaderModule, &shaderStageInfo[1])); GrVkResourceProvider& resourceProvider = fGpu->resourceProvider(); GrVkPipeline* pipeline = resourceProvider.createPipeline(fPipeline, fPrimProc, shaderStageInfo, 2, primitiveType, renderPass, pipelineLayout); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), vertShaderModule, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), fragShaderModule, nullptr)); if (!pipeline) { GR_VK_CALL(fGpu->vkInterface(), DestroyPipelineLayout(fGpu->device(), pipelineLayout, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[0], nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[1], nullptr)); this->cleanupFragmentProcessors(); return nullptr; } return new GrVkPipelineState(fGpu, desc, pipeline, pipelineLayout, dsLayout, fUniformHandles, fUniformHandler.fUniforms, fUniformHandler.fCurrentVertexUBOOffset, fUniformHandler.fCurrentFragmentUBOOffset, numSamplers, fGeometryProcessor, fXferProcessor, fFragmentProcessors); }
GrVkPipelineState* GrVkPipelineStateBuilder::finalize(GrPrimitiveType primitiveType, const GrVkRenderPass& renderPass, const GrVkPipelineState::Desc& desc) { VkDescriptorSetLayout dsLayout[2]; VkPipelineLayout pipelineLayout; VkShaderModule vertShaderModule; VkShaderModule fragShaderModule; GrVkResourceProvider& resourceProvider = fGpu->resourceProvider(); // This layout is not owned by the PipelineStateBuilder and thus should no be destroyed dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = resourceProvider.getUniformDSLayout(); GrVkDescriptorSetManager::Handle samplerDSHandle; resourceProvider.getSamplerDescriptorSetHandle(fUniformHandler, &samplerDSHandle); dsLayout[GrVkUniformHandler::kSamplerDescSet] = resourceProvider.getSamplerDSLayout(samplerDSHandle); // Create the VkPipelineLayout VkPipelineLayoutCreateInfo layoutCreateInfo; memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags)); layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layoutCreateInfo.pNext = 0; layoutCreateInfo.flags = 0; layoutCreateInfo.setLayoutCount = 2; layoutCreateInfo.pSetLayouts = dsLayout; layoutCreateInfo.pushConstantRangeCount = 0; layoutCreateInfo.pPushConstantRanges = nullptr; GR_VK_CALL_ERRCHECK(fGpu->vkInterface(), CreatePipelineLayout(fGpu->device(), &layoutCreateInfo, nullptr, &pipelineLayout)); // We need to enable the following extensions so that the compiler can correctly make spir-v // from our glsl shaders. fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n"); fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n"); fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n"); fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n"); this->finalizeShaders(); VkPipelineShaderStageCreateInfo shaderStageInfo[2]; SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_VERTEX_BIT, fVS, &vertShaderModule, &shaderStageInfo[0])); SkAssertResult(CreateVkShaderModule(fGpu, VK_SHADER_STAGE_FRAGMENT_BIT, fFS, &fragShaderModule, &shaderStageInfo[1])); GrVkPipeline* pipeline = resourceProvider.createPipeline(fPipeline, fPrimProc, shaderStageInfo, 2, primitiveType, renderPass, pipelineLayout); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), vertShaderModule, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyShaderModule(fGpu->device(), fragShaderModule, nullptr)); if (!pipeline) { GR_VK_CALL(fGpu->vkInterface(), DestroyPipelineLayout(fGpu->device(), pipelineLayout, nullptr)); GR_VK_CALL(fGpu->vkInterface(), DestroyDescriptorSetLayout(fGpu->device(), dsLayout[GrVkUniformHandler::kSamplerDescSet], nullptr)); this->cleanupFragmentProcessors(); return nullptr; } return new GrVkPipelineState(fGpu, desc, pipeline, pipelineLayout, samplerDSHandle, fUniformHandles, fUniformHandler.fUniforms, fUniformHandler.fCurrentVertexUBOOffset, fUniformHandler.fCurrentFragmentUBOOffset, (uint32_t)fUniformHandler.numSamplers(), fGeometryProcessor, fXferProcessor, fFragmentProcessors); }