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Nathaniel Cesario9ee6c572022-04-06 10:56:19 -06001/* Copyright (c) 2015-2017, 2019-2022 The Khronos Group Inc.
2 * Copyright (c) 2015-2017, 2019-2022 Valve Corporation
3 * Copyright (c) 2015-2017, 2019-2022 LunarG, Inc.
4 *
5 * Licensed under the Apache License, Version 2.0 (the "License");
6 * you may not use this file except in compliance with the License.
7 * You may obtain a copy of the License at
8 *
9 * http://www.apache.org/licenses/LICENSE-2.0
10 *
11 * Unless required by applicable law or agreed to in writing, software
12 * distributed under the License is distributed on an "AS IS" BASIS,
13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 * See the License for the specific language governing permissions and
15 * limitations under the License.
16 *
17 * Author: Nathaniel Cesario <nathaniel@lunarg.com>
18 */
19
Nathaniel Cesario52398442022-02-15 16:33:46 -070020#include "pipeline_sub_state.h"
21
22#include "state_tracker.h"
23
24VertexInputState::VertexInputState(const safe_VkGraphicsPipelineCreateInfo &create_info)
25 : input_state(create_info.pVertexInputState), input_assembly_state(create_info.pInputAssemblyState) {
26 if (create_info.pVertexInputState) {
27 const auto *vici = create_info.pVertexInputState;
28 if (vici->vertexBindingDescriptionCount) {
29 const auto count = vici->vertexBindingDescriptionCount;
30 binding_descriptions.reserve(count);
31 binding_to_index_map.reserve(count);
32
33 for (uint32_t i = 0; i < count; i++) {
34 binding_descriptions.emplace_back(vici->pVertexBindingDescriptions[i]);
35 binding_to_index_map[binding_descriptions.back().binding] = i;
36 }
37 }
38
39 if (vici->vertexAttributeDescriptionCount) {
40 vertex_attribute_descriptions.reserve(vici->vertexAttributeDescriptionCount);
41 std::copy(vici->pVertexAttributeDescriptions,
42 vici->pVertexAttributeDescriptions + vici->vertexAttributeDescriptionCount,
43 std::back_inserter(vertex_attribute_descriptions));
44 }
45
46 vertex_attribute_alignments.reserve(vertex_attribute_descriptions.size());
47 for (const auto &attr : vertex_attribute_descriptions) {
48 VkDeviceSize vtx_attrib_req_alignment = FormatElementSize(attr.format);
49 if (FormatElementIsTexel(attr.format)) {
50 vtx_attrib_req_alignment = SafeDivision(vtx_attrib_req_alignment, FormatComponentCount(attr.format));
51 }
52 vertex_attribute_alignments.push_back(vtx_attrib_req_alignment);
53 }
54 }
55}
56
57PreRasterState::PreRasterState(const ValidationStateTracker &dev_data, const safe_VkGraphicsPipelineCreateInfo &create_info)
58 : subpass(create_info.subpass) {
59 pipeline_layout = dev_data.Get<PIPELINE_LAYOUT_STATE>(create_info.layout);
60
61 viewport_state = create_info.pViewportState;
62
63 rp_state = dev_data.Get<RENDER_PASS_STATE>(create_info.renderPass);
64
65 raster_state = create_info.pRasterizationState;
66
67 tess_create_info = create_info.pTessellationState;
68
69 for (uint32_t i = 0; i < create_info.stageCount; ++i) {
70 // TODO might need to filter out more than just fragment shaders here
71 if (create_info.pStages[i].stage != VK_SHADER_STAGE_FRAGMENT_BIT) {
72 auto module_state = dev_data.Get<SHADER_MODULE_STATE>(create_info.pStages[i].module);
73 if (!module_state) {
74 // If module is null and there is a VkShaderModuleCreateInfo in the pNext chain of the stage info, then this
75 // module is part of a library and the state must be created
76 const auto shader_ci = LvlFindInChain<VkShaderModuleCreateInfo>(create_info.pStages[i].pNext);
77 if (shader_ci) {
78 const uint32_t unique_shader_id = 0; // TODO GPU-AV rework required to get this value properly
79 module_state = dev_data.CreateShaderModuleState(*shader_ci, unique_shader_id);
80 }
81 }
82
83 if (module_state) {
84 const auto *stage_ci = &create_info.pStages[i];
85 switch (create_info.pStages[i].stage) {
86 case VK_SHADER_STAGE_VERTEX_BIT:
87 vertex_shader = std::move(module_state);
88 vertex_shader_ci = stage_ci;
89 break;
90 case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
91 tessc_shader = std::move(module_state);
92 tessc_shader_ci = stage_ci;
93 break;
94 case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
95 tesse_shader = std::move(module_state);
96 tesse_shader_ci = stage_ci;
97 break;
98 case VK_SHADER_STAGE_GEOMETRY_BIT:
99 geometry_shader = std::move(module_state);
100 geometry_shader_ci = stage_ci;
101 break;
102 // TODO mesh shaders?
103 default:
104 // TODO is this an error?
105 break;
106 }
107 }
108 }
109 }
110}
111
112std::unique_ptr<const safe_VkPipelineColorBlendStateCreateInfo> ToSafeColorBlendState(
113 const safe_VkPipelineColorBlendStateCreateInfo &cbs) {
114 // This is needlessly copied here. Might better to make this a plain pointer, with an optional "backing unique_ptr"
115 return layer_data::make_unique<const safe_VkPipelineColorBlendStateCreateInfo>(cbs);
116}
117std::unique_ptr<const safe_VkPipelineColorBlendStateCreateInfo> ToSafeColorBlendState(
118 const VkPipelineColorBlendStateCreateInfo &cbs) {
119 return layer_data::make_unique<const safe_VkPipelineColorBlendStateCreateInfo>(&cbs);
120}
121std::unique_ptr<const safe_VkPipelineMultisampleStateCreateInfo> ToSafeMultisampleState(
122 const safe_VkPipelineMultisampleStateCreateInfo &cbs) {
123 // This is needlessly copied here. Might better to make this a plain pointer, with an optional "backing unique_ptr"
124 return layer_data::make_unique<const safe_VkPipelineMultisampleStateCreateInfo>(cbs);
125}
126std::unique_ptr<const safe_VkPipelineMultisampleStateCreateInfo> ToSafeMultisampleState(
127 const VkPipelineMultisampleStateCreateInfo &cbs) {
128 return layer_data::make_unique<const safe_VkPipelineMultisampleStateCreateInfo>(&cbs);
129}
130std::unique_ptr<const safe_VkPipelineDepthStencilStateCreateInfo> ToSafeDepthStencilState(
131 const safe_VkPipelineDepthStencilStateCreateInfo &cbs) {
132 // This is needlessly copied here. Might better to make this a plain pointer, with an optional "backing unique_ptr"
133 return layer_data::make_unique<const safe_VkPipelineDepthStencilStateCreateInfo>(cbs);
134}
135std::unique_ptr<const safe_VkPipelineDepthStencilStateCreateInfo> ToSafeDepthStencilState(
136 const VkPipelineDepthStencilStateCreateInfo &cbs) {
137 return layer_data::make_unique<const safe_VkPipelineDepthStencilStateCreateInfo>(&cbs);
138}
139std::unique_ptr<const safe_VkPipelineShaderStageCreateInfo> ToShaderStageCI(const safe_VkPipelineShaderStageCreateInfo &cbs) {
140 // This is needlessly copied here. Might better to make this a plain pointer, with an optional "backing unique_ptr"
141 return layer_data::make_unique<const safe_VkPipelineShaderStageCreateInfo>(cbs);
142}
143std::unique_ptr<const safe_VkPipelineShaderStageCreateInfo> ToShaderStageCI(const VkPipelineShaderStageCreateInfo &cbs) {
144 return layer_data::make_unique<const safe_VkPipelineShaderStageCreateInfo>(&cbs);
145}
146
147template <typename CreateInfo>
148void SetFragmentShaderInfoPrivate(FragmentShaderState &fs_state, const ValidationStateTracker &state_data,
149 const CreateInfo &create_info) {
150 for (uint32_t i = 0; i < create_info.stageCount; ++i) {
151 if (create_info.pStages[i].stage == VK_SHADER_STAGE_FRAGMENT_BIT) {
152 auto module_state = state_data.Get<SHADER_MODULE_STATE>(create_info.pStages[i].module);
153 if (!module_state) {
154 // If module is null and there is a VkShaderModuleCreateInfo in the pNext chain of the stage info, then this
155 // module is part of a library and the state must be created
156 const auto shader_ci = LvlFindInChain<VkShaderModuleCreateInfo>(create_info.pStages[i].pNext);
157 if (shader_ci) {
158 const uint32_t unique_shader_id = 0; // TODO GPU-AV rework required to get this value properly
159 module_state = state_data.CreateShaderModuleState(*shader_ci, unique_shader_id);
160 }
161 }
162
163 if (module_state) {
164 fs_state.fragment_shader = std::move(module_state);
165 fs_state.fragment_shader_ci = ToShaderStageCI(create_info.pStages[i]);
166 }
167 }
168 }
169}
170
171// static
172void FragmentShaderState::SetFragmentShaderInfo(FragmentShaderState &fs_state, const ValidationStateTracker &state_data,
173 const VkGraphicsPipelineCreateInfo &create_info) {
174 SetFragmentShaderInfoPrivate(fs_state, state_data, create_info);
175}
176
177// static
178void FragmentShaderState::SetFragmentShaderInfo(FragmentShaderState &fs_state, const ValidationStateTracker &state_data,
179 const safe_VkGraphicsPipelineCreateInfo &create_info) {
180 SetFragmentShaderInfoPrivate(fs_state, state_data, create_info);
181}
182
183FragmentShaderState::FragmentShaderState(const ValidationStateTracker &dev_data, VkRenderPass rp, uint32_t subp,
184 VkPipelineLayout layout)
185 : rp_state(dev_data.Get<RENDER_PASS_STATE>(rp)), subpass(subp), pipeline_layout(dev_data.Get<PIPELINE_LAYOUT_STATE>(layout)) {}
186
187FragmentOutputState::FragmentOutputState(const ValidationStateTracker &dev_data, VkRenderPass rp, uint32_t sp)
188 : rp_state(dev_data.Get<RENDER_PASS_STATE>(rp)), subpass(sp) {}
189
190// static
191bool FragmentOutputState::IsBlendConstantsEnabled(const AttachmentVector &attachments) {
192 bool result = false;
193 for (const auto &attachment : attachments) {
194 if (VK_TRUE == attachment.blendEnable) {
195 if (((attachment.dstAlphaBlendFactor >= VK_BLEND_FACTOR_CONSTANT_COLOR) &&
196 (attachment.dstAlphaBlendFactor <= VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA)) ||
197 ((attachment.dstColorBlendFactor >= VK_BLEND_FACTOR_CONSTANT_COLOR) &&
198 (attachment.dstColorBlendFactor <= VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA)) ||
199 ((attachment.srcAlphaBlendFactor >= VK_BLEND_FACTOR_CONSTANT_COLOR) &&
200 (attachment.srcAlphaBlendFactor <= VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA)) ||
201 ((attachment.srcColorBlendFactor >= VK_BLEND_FACTOR_CONSTANT_COLOR) &&
202 (attachment.srcColorBlendFactor <= VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA))) {
203 result = true;
204 break;
205 }
206 }
207 }
208 return result;
209}