示例#1
0
VkPPRenderPassSetup::VkPPRenderPassSetup(const VkPPRenderPassKey &key)
{
	CreateDescriptorLayout(key);
	CreatePipelineLayout(key);
	CreateRenderPass(key);
	CreatePipeline(key);
}
void VulkanQuad::CreatePipelineStateObject ()
{
    vertexShader_ = LoadShader (device_, BasicVertexShader, sizeof (BasicVertexShader));
    fragmentShader_ = LoadShader (device_, BasicFragmentShader, sizeof (BasicFragmentShader));

    pipelineLayout_ = CreatePipelineLayout (device_);
    VkExtent2D extent = {
        static_cast<uint32_t> (window_->GetWidth ()),
        static_cast<uint32_t> (window_->GetHeight ())
    };
    pipeline_ = CreatePipeline(device_, renderPass_, pipelineLayout_,
        vertexShader_, fragmentShader_, extent);
}
  bool Tutorial03::CreatePipeline() {
    Tools::AutoDeleter<VkShaderModule, PFN_vkDestroyShaderModule> vertex_shader_module = CreateShaderModule( "Data03/vert.spv" );
    Tools::AutoDeleter<VkShaderModule, PFN_vkDestroyShaderModule> fragment_shader_module = CreateShaderModule( "Data03/frag.spv" );

    if( !vertex_shader_module || !fragment_shader_module ) {
      return false;
    }

    std::vector<VkPipelineShaderStageCreateInfo> shader_stage_create_infos = {
      // Vertex shader
      {
        VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,        // VkStructureType                                sType
        nullptr,                                                    // const void                                    *pNext
        0,                                                          // VkPipelineShaderStageCreateFlags               flags
        VK_SHADER_STAGE_VERTEX_BIT,                                 // VkShaderStageFlagBits                          stage
        vertex_shader_module.Get(),                                 // VkShaderModule                                 module
        "main",                                                     // const char                                    *pName
        nullptr                                                     // const VkSpecializationInfo                    *pSpecializationInfo
      },
      // Fragment shader
      {
        VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,        // VkStructureType                                sType
        nullptr,                                                    // const void                                    *pNext
        0,                                                          // VkPipelineShaderStageCreateFlags               flags
        VK_SHADER_STAGE_FRAGMENT_BIT,                               // VkShaderStageFlagBits                          stage
        fragment_shader_module.Get(),                               // VkShaderModule                                 module
        "main",                                                     // const char                                    *pName
        nullptr                                                     // const VkSpecializationInfo                    *pSpecializationInfo
      }
    };

    VkPipelineVertexInputStateCreateInfo vertex_input_state_create_info = {
      VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,    // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineVertexInputStateCreateFlags          flags;
      0,                                                            // uint32_t                                       vertexBindingDescriptionCount
      nullptr,                                                      // const VkVertexInputBindingDescription         *pVertexBindingDescriptions
      0,                                                            // uint32_t                                       vertexAttributeDescriptionCount
      nullptr                                                       // const VkVertexInputAttributeDescription       *pVertexAttributeDescriptions
    };

    VkPipelineInputAssemblyStateCreateInfo input_assembly_state_create_info = {
      VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,  // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineInputAssemblyStateCreateFlags        flags
      VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,                          // VkPrimitiveTopology                            topology
      VK_FALSE                                                      // VkBool32                                       primitiveRestartEnable
    };

    VkViewport viewport = {
      0.0f,                                                         // float                                          x
      0.0f,                                                         // float                                          y
      300.0f,                                                       // float                                          width
      300.0f,                                                       // float                                          height
      0.0f,                                                         // float                                          minDepth
      1.0f                                                          // float                                          maxDepth
    };

    VkRect2D scissor = {
      {                                                             // VkOffset2D                                     offset
        0,                                                            // int32_t                                        x
        0                                                             // int32_t                                        y
      },
      {                                                             // VkExtent2D                                     extent
        300,                                                          // int32_t                                        width
        300                                                           // int32_t                                        height
      }
    };

    VkPipelineViewportStateCreateInfo viewport_state_create_info = {
      VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,        // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineViewportStateCreateFlags             flags
      1,                                                            // uint32_t                                       viewportCount
      &viewport,                                                    // const VkViewport                              *pViewports
      1,                                                            // uint32_t                                       scissorCount
      &scissor                                                      // const VkRect2D                                *pScissors
    };

    VkPipelineRasterizationStateCreateInfo rasterization_state_create_info = {
      VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,   // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineRasterizationStateCreateFlags        flags
      VK_FALSE,                                                     // VkBool32                                       depthClampEnable
      VK_FALSE,                                                     // VkBool32                                       rasterizerDiscardEnable
      VK_POLYGON_MODE_FILL,                                         // VkPolygonMode                                  polygonMode
      VK_CULL_MODE_BACK_BIT,                                        // VkCullModeFlags                                cullMode
      VK_FRONT_FACE_COUNTER_CLOCKWISE,                              // VkFrontFace                                    frontFace
      VK_FALSE,                                                     // VkBool32                                       depthBiasEnable
      0.0f,                                                         // float                                          depthBiasConstantFactor
      0.0f,                                                         // float                                          depthBiasClamp
      0.0f,                                                         // float                                          depthBiasSlopeFactor
      1.0f                                                          // float                                          lineWidth
    };

    VkPipelineMultisampleStateCreateInfo multisample_state_create_info = {
      VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,     // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineMultisampleStateCreateFlags          flags
      VK_SAMPLE_COUNT_1_BIT,                                        // VkSampleCountFlagBits                          rasterizationSamples
      VK_FALSE,                                                     // VkBool32                                       sampleShadingEnable
      1.0f,                                                         // float                                          minSampleShading
      nullptr,                                                      // const VkSampleMask                            *pSampleMask
      VK_FALSE,                                                     // VkBool32                                       alphaToCoverageEnable
      VK_FALSE                                                      // VkBool32                                       alphaToOneEnable
    };

    VkPipelineColorBlendAttachmentState color_blend_attachment_state = {
      VK_FALSE,                                                     // VkBool32                                       blendEnable
      VK_BLEND_FACTOR_ONE,                                          // VkBlendFactor                                  srcColorBlendFactor
      VK_BLEND_FACTOR_ZERO,                                         // VkBlendFactor                                  dstColorBlendFactor
      VK_BLEND_OP_ADD,                                              // VkBlendOp                                      colorBlendOp
      VK_BLEND_FACTOR_ONE,                                          // VkBlendFactor                                  srcAlphaBlendFactor
      VK_BLEND_FACTOR_ZERO,                                         // VkBlendFactor                                  dstAlphaBlendFactor
      VK_BLEND_OP_ADD,                                              // VkBlendOp                                      alphaBlendOp
      VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |         // VkColorComponentFlags                          colorWriteMask
      VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT
    };

    VkPipelineColorBlendStateCreateInfo color_blend_state_create_info = {
      VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,     // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineColorBlendStateCreateFlags           flags
      VK_FALSE,                                                     // VkBool32                                       logicOpEnable
      VK_LOGIC_OP_COPY,                                             // VkLogicOp                                      logicOp
      1,                                                            // uint32_t                                       attachmentCount
      &color_blend_attachment_state,                                // const VkPipelineColorBlendAttachmentState     *pAttachments
      { 0.0f, 0.0f, 0.0f, 0.0f }                                    // float                                          blendConstants[4]
    };

    Tools::AutoDeleter<VkPipelineLayout, PFN_vkDestroyPipelineLayout> pipeline_layout = CreatePipelineLayout();
    if( !pipeline_layout ) {
      return false;
    }

    VkGraphicsPipelineCreateInfo pipeline_create_info = {
      VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,              // VkStructureType                                sType
      nullptr,                                                      // const void                                    *pNext
      0,                                                            // VkPipelineCreateFlags                          flags
      static_cast<uint32_t>(shader_stage_create_infos.size()),      // uint32_t                                       stageCount
      &shader_stage_create_infos[0],                                // const VkPipelineShaderStageCreateInfo         *pStages
      &vertex_input_state_create_info,                              // const VkPipelineVertexInputStateCreateInfo    *pVertexInputState;
      &input_assembly_state_create_info,                            // const VkPipelineInputAssemblyStateCreateInfo  *pInputAssemblyState
      nullptr,                                                      // const VkPipelineTessellationStateCreateInfo   *pTessellationState
      &viewport_state_create_info,                                  // const VkPipelineViewportStateCreateInfo       *pViewportState
      &rasterization_state_create_info,                             // const VkPipelineRasterizationStateCreateInfo  *pRasterizationState
      &multisample_state_create_info,                               // const VkPipelineMultisampleStateCreateInfo    *pMultisampleState
      nullptr,                                                      // const VkPipelineDepthStencilStateCreateInfo   *pDepthStencilState
      &color_blend_state_create_info,                               // const VkPipelineColorBlendStateCreateInfo     *pColorBlendState
      nullptr,                                                      // const VkPipelineDynamicStateCreateInfo        *pDynamicState
      pipeline_layout.Get(),                                        // VkPipelineLayout                               layout
      Vulkan.RenderPass,                                            // VkRenderPass                                   renderPass
      0,                                                            // uint32_t                                       subpass
      VK_NULL_HANDLE,                                               // VkPipeline                                     basePipelineHandle
      -1                                                            // int32_t                                        basePipelineIndex
    };

    if( vkCreateGraphicsPipelines( GetDevice(), VK_NULL_HANDLE, 1, &pipeline_create_info, nullptr, &Vulkan.GraphicsPipeline ) != VK_SUCCESS ) {
      std::cout << "Could not create graphics pipeline!" << std::endl;
      return false;
    }
    return true;
  }
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);
}
示例#5
0
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;

    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);
}
示例#7
0
bool GrVkCopyManager::createCopyProgram(GrVkGpu* gpu) {
    TRACE_EVENT0("skia", TRACE_FUNC);

    const GrShaderCaps* shaderCaps = gpu->caps()->shaderCaps();
    const char* version = shaderCaps->versionDeclString();
    SkSL::String vertShaderText(version);
    vertShaderText.append(
        "#extension GL_ARB_separate_shader_objects : enable\n"
        "#extension GL_ARB_shading_language_420pack : enable\n"

        "layout(set = 0, binding = 0) uniform vertexUniformBuffer {"
            "half4 uPosXform;"
            "half4 uTexCoordXform;"
        "};"
        "layout(location = 0) in float2 inPosition;"
        "layout(location = 1) out half2 vTexCoord;"

        "// Copy Program VS\n"
        "void main() {"
            "vTexCoord = half2(inPosition * uTexCoordXform.xy + uTexCoordXform.zw);"
            "sk_Position.xy = inPosition * uPosXform.xy + uPosXform.zw;"
            "sk_Position.zw = half2(0, 1);"
        "}"
    );

    SkSL::String fragShaderText(version);
    fragShaderText.append(
        "#extension GL_ARB_separate_shader_objects : enable\n"
        "#extension GL_ARB_shading_language_420pack : enable\n"

        "layout(set = 1, binding = 0) uniform sampler2D uTextureSampler;"
        "layout(location = 1) in half2 vTexCoord;"

        "// Copy Program FS\n"
        "void main() {"
            "sk_FragColor = texture(uTextureSampler, vTexCoord);"
        "}"
    );

    SkSL::Program::Settings settings;
    SkSL::String spirv;
    SkSL::Program::Inputs inputs;
    if (!GrCompileVkShaderModule(gpu, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT,
                                 &fVertShaderModule, &fShaderStageInfo[0], settings, &spirv,
                                 &inputs)) {
        this->destroyResources(gpu);
        return false;
    }
    SkASSERT(inputs.isEmpty());

    if (!GrCompileVkShaderModule(gpu, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT,
                                 &fFragShaderModule, &fShaderStageInfo[1], settings, &spirv,
                                 &inputs)) {
        this->destroyResources(gpu);
        return false;
    }
    SkASSERT(inputs.isEmpty());

    VkDescriptorSetLayout dsLayout[2];

    GrVkResourceProvider& resourceProvider = gpu->resourceProvider();

    dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = resourceProvider.getUniformDSLayout();

    uint32_t samplerVisibility = kFragment_GrShaderFlag;
    SkTArray<uint32_t> visibilityArray(&samplerVisibility, 1);

    resourceProvider.getSamplerDescriptorSetHandle(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                                                   visibilityArray, &fSamplerDSHandle);
    dsLayout[GrVkUniformHandler::kSamplerDescSet] =
        resourceProvider.getSamplerDSLayout(fSamplerDSHandle);

    // 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;

    VkPipelineLayout pipelineLayout;
    VkResult err = GR_VK_CALL(gpu->vkInterface(), CreatePipelineLayout(gpu->device(),
                                                                       &layoutCreateInfo,
                                                                       nullptr,
                                                                       &pipelineLayout));
    if (err) {
        this->destroyResources(gpu);
        return false;
    }

    fPipelineLayout = new GrVkPipelineLayout(pipelineLayout);

    static const float vdata[] = {
        0, 0,
        0, 1,
        1, 0,
        1, 1
    };
    fVertexBuffer = GrVkVertexBuffer::Make(gpu, sizeof(vdata), false);
    SkASSERT(fVertexBuffer.get());
    fVertexBuffer->updateData(vdata, sizeof(vdata));

    // We use 2 float4's for uniforms
    fUniformBuffer.reset(GrVkUniformBuffer::Create(gpu, 8 * sizeof(float)));
    SkASSERT(fUniformBuffer.get());

    return true;
}