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/* Copyright (c) 2015-2022 The Khronos Group Inc.
* Copyright (c) 2015-2022 Valve Corporation
* Copyright (c) 2015-2022 LunarG, Inc.
* Copyright (C) 2015-2022 Google Inc.
* Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Author: Courtney Goeltzenleuchter <courtneygo@google.com>
* Author: Tobin Ehlis <tobine@google.com>
* Author: Chris Forbes <chrisf@ijw.co.nz>
* Author: Mark Lobodzinski <mark@lunarg.com>
* Author: Dave Houlton <daveh@lunarg.com>
* Author: John Zulauf <jzulauf@lunarg.com>
* Author: Tobias Hector <tobias.hector@amd.com>
* Author: Jeremy Gebben <jeremyg@lunarg.com>
*/
#pragma once
#include "hash_vk_types.h"
#include "base_node.h"
#include "sampler_state.h"
#include "ray_tracing_state.h"
#include "render_pass_state.h"
#include "shader_module.h"
#include "pipeline_layout_state.h"
#include "pipeline_sub_state.h"
// Fwd declarations -- including descriptor_set.h creates an ugly include loop
namespace cvdescriptorset {
class DescriptorSetLayoutDef;
class DescriptorSetLayout;
class DescriptorSet;
class Descriptor;
} // namespace cvdescriptorset
class ValidationStateTracker;
class CMD_BUFFER_STATE;
class RENDER_PASS_STATE;
struct SHADER_MODULE_STATE;
class PIPELINE_STATE;
// Flags describing requirements imposed by the pipeline on a descriptor. These
// can't be checked at pipeline creation time as they depend on the Image or
// ImageView bound.
enum DescriptorReqBits {
DESCRIPTOR_REQ_VIEW_TYPE_1D = 1 << VK_IMAGE_VIEW_TYPE_1D,
DESCRIPTOR_REQ_VIEW_TYPE_1D_ARRAY = 1 << VK_IMAGE_VIEW_TYPE_1D_ARRAY,
DESCRIPTOR_REQ_VIEW_TYPE_2D = 1 << VK_IMAGE_VIEW_TYPE_2D,
DESCRIPTOR_REQ_VIEW_TYPE_2D_ARRAY = 1 << VK_IMAGE_VIEW_TYPE_2D_ARRAY,
DESCRIPTOR_REQ_VIEW_TYPE_3D = 1 << VK_IMAGE_VIEW_TYPE_3D,
DESCRIPTOR_REQ_VIEW_TYPE_CUBE = 1 << VK_IMAGE_VIEW_TYPE_CUBE,
DESCRIPTOR_REQ_VIEW_TYPE_CUBE_ARRAY = 1 << VK_IMAGE_VIEW_TYPE_CUBE_ARRAY,
DESCRIPTOR_REQ_ALL_VIEW_TYPE_BITS = (1 << (VK_IMAGE_VIEW_TYPE_CUBE_ARRAY + 1)) - 1,
DESCRIPTOR_REQ_SINGLE_SAMPLE = 2 << VK_IMAGE_VIEW_TYPE_CUBE_ARRAY,
DESCRIPTOR_REQ_MULTI_SAMPLE = DESCRIPTOR_REQ_SINGLE_SAMPLE << 1,
DESCRIPTOR_REQ_COMPONENT_TYPE_FLOAT = DESCRIPTOR_REQ_MULTI_SAMPLE << 1,
DESCRIPTOR_REQ_COMPONENT_TYPE_SINT = DESCRIPTOR_REQ_COMPONENT_TYPE_FLOAT << 1,
DESCRIPTOR_REQ_COMPONENT_TYPE_UINT = DESCRIPTOR_REQ_COMPONENT_TYPE_SINT << 1,
DESCRIPTOR_REQ_VIEW_ATOMIC_OPERATION = DESCRIPTOR_REQ_COMPONENT_TYPE_UINT << 1,
DESCRIPTOR_REQ_SAMPLER_IMPLICITLOD_DREF_PROJ = DESCRIPTOR_REQ_VIEW_ATOMIC_OPERATION << 1,
DESCRIPTOR_REQ_SAMPLER_BIAS_OFFSET = DESCRIPTOR_REQ_SAMPLER_IMPLICITLOD_DREF_PROJ << 1,
DESCRIPTOR_REQ_IMAGE_READ_WITHOUT_FORMAT = DESCRIPTOR_REQ_SAMPLER_BIAS_OFFSET << 1,
DESCRIPTOR_REQ_IMAGE_WRITE_WITHOUT_FORMAT = DESCRIPTOR_REQ_IMAGE_READ_WITHOUT_FORMAT << 1,
DESCRIPTOR_REQ_IMAGE_DREF = DESCRIPTOR_REQ_IMAGE_WRITE_WITHOUT_FORMAT << 1,
};
typedef uint32_t DescriptorReqFlags;
extern DescriptorReqFlags DescriptorRequirementsBitsFromFormat(VkFormat fmt);
struct DescriptorRequirement {
DescriptorReqFlags reqs;
bool is_writable;
// Copy from StageState.interface_var. It combines from plural shader stages. The index of array is index of image.
std::vector<layer_data::unordered_set<SamplerUsedByImage>> samplers_used_by_image;
DescriptorRequirement() : reqs(0), is_writable(false) {}
};
inline bool operator==(const DescriptorRequirement &a, const DescriptorRequirement &b) NOEXCEPT { return a.reqs == b.reqs; }
inline bool operator<(const DescriptorRequirement &a, const DescriptorRequirement &b) NOEXCEPT { return a.reqs < b.reqs; }
typedef std::map<uint32_t, DescriptorRequirement> BindingReqMap;
struct PipelineStageState {
std::shared_ptr<const SHADER_MODULE_STATE> module_state;
const safe_VkPipelineShaderStageCreateInfo *create_info;
VkShaderStageFlagBits stage_flag;
spirv_inst_iter entrypoint;
layer_data::unordered_set<uint32_t> accessible_ids;
using DescriptorUse = std::pair<DescriptorSlot, interface_var>;
std::vector<DescriptorUse> descriptor_uses;
bool has_writable_descriptor;
bool has_atomic_descriptor;
bool wrote_primitive_shading_rate;
PipelineStageState(const safe_VkPipelineShaderStageCreateInfo *stage, std::shared_ptr<const SHADER_MODULE_STATE> &module_state);
};
class PIPELINE_STATE : public BASE_NODE {
public:
union CreateInfo {
CreateInfo(const VkGraphicsPipelineCreateInfo *ci, std::shared_ptr<const RENDER_PASS_STATE> rpstate) : graphics() {
bool use_color = false;
bool use_depth_stencil = false;
if (ci->renderPass == VK_NULL_HANDLE) {
auto dynamic_rendering = LvlFindInChain<VkPipelineRenderingCreateInfo>(ci->pNext);
if (dynamic_rendering) {
use_color = (dynamic_rendering->colorAttachmentCount > 0);
use_depth_stencil = (dynamic_rendering->depthAttachmentFormat != VK_FORMAT_UNDEFINED) ||
(dynamic_rendering->stencilAttachmentFormat != VK_FORMAT_UNDEFINED);
}
} else if (rpstate) {
use_color = rpstate->UsesColorAttachment(ci->subpass);
use_depth_stencil = rpstate->UsesDepthStencilAttachment(ci->subpass);
}
graphics.initialize(ci, use_color, use_depth_stencil);
}
CreateInfo(const VkComputePipelineCreateInfo *ci) : compute(ci) {}
CreateInfo(const VkRayTracingPipelineCreateInfoKHR *ci) : raytracing(ci) {}
CreateInfo(const VkRayTracingPipelineCreateInfoNV *ci) : raytracing(ci) {}
~CreateInfo() {
switch (graphics.sType) {
case VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO:
graphics.~safe_VkGraphicsPipelineCreateInfo();
break;
case VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO:
compute.~safe_VkComputePipelineCreateInfo();
break;
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_NV:
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR:
raytracing.~safe_VkRayTracingPipelineCreateInfoCommon();
break;
default:
assert(false);
break;
}
}
safe_VkGraphicsPipelineCreateInfo graphics;
safe_VkComputePipelineCreateInfo compute;
safe_VkRayTracingPipelineCreateInfoCommon raytracing;
};
protected:
// NOTE: The style guide suggests private data appear at the end, but we need this populated first, so placing it here
// Render pass state for dynamic rendering, etc.
std::shared_ptr<const RENDER_PASS_STATE> rp_state;
const CreateInfo create_info;
public:
VkGraphicsPipelineLibraryFlagsEXT graphics_lib_type = static_cast<VkGraphicsPipelineLibraryFlagsEXT>(0);
// State split up based on library types
const std::shared_ptr<VertexInputState> vertex_input_state; // VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT
const std::shared_ptr<PreRasterState> pre_raster_state; // VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT
const std::shared_ptr<FragmentShaderState> fragment_shader_state; // VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT
const std::shared_ptr<FragmentOutputState>
fragment_output_state; // VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT
// Additional metadata needed by pipeline_state initialization and validation
using StageStateVec = std::vector<PipelineStageState>;
const StageStateVec stage_state;
const layer_data::unordered_set<uint32_t> fragmentShader_writable_output_location_list;
// Capture which slots (set#->bindings) are actually used by the shaders of this pipeline
using ActiveSlotMap = layer_data::unordered_map<uint32_t, BindingReqMap>;
// NOTE: this map is 'almost' const and used in performance critical code paths.
// The values of existing entries in the DescriptorRequirement::samplers_used_by_image map
// are updated at various times. Locking requirements are TBD.
const ActiveSlotMap active_slots;
const uint32_t max_active_slot = 0; // the highest set number in active_slots for pipeline layout compatibility checks
// Flag of which shader stages are active for this pipeline
const uint32_t active_shaders = 0;
const VkPrimitiveTopology topology_at_rasterizer;
// Executable or legacy pipeline
PIPELINE_STATE(const ValidationStateTracker *state_data, const VkGraphicsPipelineCreateInfo *pCreateInfo,
std::shared_ptr<const RENDER_PASS_STATE> &&rpstate, std::shared_ptr<const PIPELINE_LAYOUT_STATE> &&layout);
// Compute pipeline
PIPELINE_STATE(const ValidationStateTracker *state_data, const VkComputePipelineCreateInfo *pCreateInfo,
std::shared_ptr<const PIPELINE_LAYOUT_STATE> &&layout);
PIPELINE_STATE(const ValidationStateTracker *state_data, const VkRayTracingPipelineCreateInfoKHR *pCreateInfo,
std::shared_ptr<const PIPELINE_LAYOUT_STATE> &&layout);
PIPELINE_STATE(const ValidationStateTracker *state_data, const VkRayTracingPipelineCreateInfoNV *pCreateInfo,
std::shared_ptr<const PIPELINE_LAYOUT_STATE> &&layout);
// Executable pipeline with all state defined within linked pipeline libraries
PIPELINE_STATE(const ValidationStateTracker *state_data, const VkGraphicsPipelineCreateInfo *pCreateInfo,
std::shared_ptr<const RENDER_PASS_STATE> &&rpstate = {});
VkPipeline pipeline() const { return handle_.Cast<VkPipeline>(); }
void SetHandle(VkPipeline p) { handle_.handle = CastToUint64(p); }
inline VkPipelineBindPoint GetPipelineType() const {
switch (create_info.graphics.sType) {
case VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO:
return VK_PIPELINE_BIND_POINT_GRAPHICS;
case VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO:
return VK_PIPELINE_BIND_POINT_COMPUTE;
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_NV:
return VK_PIPELINE_BIND_POINT_RAY_TRACING_NV;
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR:
return VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR;
default:
assert(false);
return VK_PIPELINE_BIND_POINT_MAX_ENUM;
}
}
inline VkPipelineCreateFlags GetPipelineCreateFlags() const {
switch (create_info.graphics.sType) {
case VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO:
return create_info.graphics.flags;
case VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO:
return create_info.compute.flags;
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_NV:
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR:
return create_info.raytracing.flags;
default:
assert(false);
return 0;
}
}
bool IsGraphicsLibrary() const { return graphics_lib_type != static_cast<VkGraphicsPipelineLibraryFlagsEXT>(0); }
bool HasFullState() const { return vertex_input_state && pre_raster_state && fragment_shader_state && fragment_output_state; }
template <VkGraphicsPipelineLibraryFlagBitsEXT type_flag>
struct SubStateTraits {};
template <VkGraphicsPipelineLibraryFlagBitsEXT type_flag>
static inline typename SubStateTraits<type_flag>::type GetSubState(const PIPELINE_STATE &) {
return {};
}
template <VkGraphicsPipelineLibraryFlagBitsEXT type_flag>
static inline typename SubStateTraits<type_flag>::type GetLibSubState(const ValidationStateTracker &state,
const VkPipelineLibraryCreateInfoKHR &link_info) {
for (uint32_t i = 0; i < link_info.libraryCount; ++i) {
const auto lib_state = state.Get<PIPELINE_STATE>(link_info.pLibraries[i]);
if (lib_state && ((lib_state->graphics_lib_type & type_flag) != 0)) {
return GetSubState<type_flag>(*lib_state);
}
}
return {};
}
const std::shared_ptr<const RENDER_PASS_STATE> RenderPassState() const {
// TODO A render pass object is required for all of these sub-states. Which one should be used for an "executable pipeline"?
if (fragment_output_state && fragment_output_state->rp_state) {
return fragment_output_state->rp_state;
} else if (fragment_shader_state && fragment_shader_state->rp_state) {
return fragment_shader_state->rp_state;
} else if (pre_raster_state && pre_raster_state->rp_state) {
return pre_raster_state->rp_state;
}
return rp_state;
}
const std::shared_ptr<const PIPELINE_LAYOUT_STATE> PipelineLayoutState() const {
// TODO A render pass object is required for all of these sub-states. Which one should be used for an "executable pipeline"?
if (merged_graphics_layout) {
return merged_graphics_layout;
} else if (pre_raster_state) {
return pre_raster_state->pipeline_layout;
} else if (fragment_shader_state) {
return fragment_shader_state->pipeline_layout;
}
return merged_graphics_layout;
}
const std::shared_ptr<const PIPELINE_LAYOUT_STATE> PreRasterPipelineLayoutState() const {
if (pre_raster_state) {
return pre_raster_state->pipeline_layout;
}
return merged_graphics_layout;
}
const std::shared_ptr<const PIPELINE_LAYOUT_STATE> FragmentShaderPipelineLayoutState() const {
if (fragment_shader_state) {
return fragment_shader_state->pipeline_layout;
}
return merged_graphics_layout;
}
const safe_VkPipelineMultisampleStateCreateInfo *MultisampleState() const {
// TODO A render pass object is required for all of these sub-states. Which one should be used for an "executable pipeline"?
if (fragment_shader_state && fragment_shader_state->ms_state &&
(fragment_shader_state->ms_state->rasterizationSamples >= VK_SAMPLE_COUNT_1_BIT) &&
(fragment_shader_state->ms_state->rasterizationSamples < VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM)) {
return fragment_shader_state->ms_state.get();
} else if (fragment_output_state && fragment_output_state->ms_state &&
(fragment_output_state->ms_state->rasterizationSamples >= VK_SAMPLE_COUNT_1_BIT) &&
(fragment_output_state->ms_state->rasterizationSamples < VK_SAMPLE_COUNT_FLAG_BITS_MAX_ENUM)) {
return fragment_output_state->ms_state.get();
}
return nullptr;
}
const safe_VkPipelineRasterizationStateCreateInfo *RasterizationState() const {
// TODO A render pass object is required for all of these sub-states. Which one should be used for an "executable pipeline"?
if (pre_raster_state) {
return pre_raster_state->raster_state;
}
return nullptr;
}
const safe_VkPipelineViewportStateCreateInfo *ViewportState() const {
// TODO A render pass object is required for all of these sub-states. Which one should be used for an "executable pipeline"?
if (pre_raster_state) {
return pre_raster_state->viewport_state;
}
return nullptr;
}
const safe_VkPipelineColorBlendStateCreateInfo *ColorBlendState() const {
if (fragment_output_state) {
return fragment_output_state->color_blend_state.get();
}
return nullptr;
}
const safe_VkPipelineVertexInputStateCreateInfo *InputState() const {
if (vertex_input_state) {
return vertex_input_state->input_state;
}
return nullptr;
}
const safe_VkPipelineInputAssemblyStateCreateInfo *InputAssemblyState() const {
if (vertex_input_state) {
return vertex_input_state->input_assembly_state;
}
return nullptr;
}
uint32_t Subpass() const {
// TODO A render pass object is required for all of these sub-states. Which one should be used for an "executable pipeline"?
if (pre_raster_state) {
return pre_raster_state->subpass;
} else if (fragment_shader_state) {
return fragment_shader_state->subpass;
} else if (fragment_output_state) {
return fragment_output_state->subpass;
}
return create_info.graphics.subpass;
}
const FragmentOutputState::AttachmentVector &Attachments() const {
if (fragment_output_state) {
return fragment_output_state->attachments;
}
static FragmentOutputState::AttachmentVector empty_vec = {};
return empty_vec;
}
const safe_VkPipelineDepthStencilStateCreateInfo *DepthStencilState() const {
if (fragment_shader_state) {
return fragment_shader_state->ds_state.get();
}
return nullptr;
}
bool BlendConstantsEnabled() const { return fragment_output_state ? fragment_output_state->blend_constants_enabled : false; }
bool SampleLocationEnabled() const { return fragment_output_state ? fragment_output_state->sample_location_enabled : false; }
VkPipeline BasePipeline() const { return create_info.graphics.basePipelineHandle; }
int32_t BasePipelineIndex() const { return create_info.graphics.basePipelineIndex; }
const safe_VkPipelineDynamicStateCreateInfo *DynamicState() const {
// TODO Each library can contain its own dynamic state (apparently?). Which one should be returned here? Union?
return create_info.graphics.pDynamicState;
}
layer_data::span<const safe_VkPipelineShaderStageCreateInfo> GetShaderStages() const {
switch (create_info.graphics.sType) {
case VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO:
return layer_data::span<const safe_VkPipelineShaderStageCreateInfo>{create_info.graphics.pStages,
create_info.graphics.stageCount};
case VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO:
return layer_data::span<const safe_VkPipelineShaderStageCreateInfo>{&create_info.compute.stage, 1};
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_NV:
return layer_data::span<const safe_VkPipelineShaderStageCreateInfo>{create_info.raytracing.pStages,
create_info.raytracing.stageCount};
case VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR:
return layer_data::span<const safe_VkPipelineShaderStageCreateInfo>{create_info.raytracing.pStages,
create_info.raytracing.stageCount};
default:
assert(false);
return {};
}
}
const CreateInfo &GetUnifiedCreateInfo() const { return create_info; }
const void *PNext() const { return create_info.graphics.pNext; }
static ActiveSlotMap GetActiveSlots(const StageStateVec &stage_states);
static StageStateVec GetStageStates(const ValidationStateTracker &state_data, const PIPELINE_STATE &pipe_state);
protected:
static std::shared_ptr<VertexInputState> CreateVertexInputState(const PIPELINE_STATE &p, const ValidationStateTracker &state,
const safe_VkGraphicsPipelineCreateInfo &create_info);
static std::shared_ptr<PreRasterState> CreatePreRasterState(const PIPELINE_STATE &p, const ValidationStateTracker &state,
const safe_VkGraphicsPipelineCreateInfo &create_info,
std::shared_ptr<const RENDER_PASS_STATE> rp);
static std::shared_ptr<FragmentShaderState> CreateFragmentShaderState(const PIPELINE_STATE &p,
const ValidationStateTracker &state,
const VkGraphicsPipelineCreateInfo &create_info,
const safe_VkGraphicsPipelineCreateInfo &safe_create_info,
std::shared_ptr<const RENDER_PASS_STATE> rp);
static std::shared_ptr<FragmentOutputState> CreateFragmentOutputState(const PIPELINE_STATE &p,
const ValidationStateTracker &state,
const VkGraphicsPipelineCreateInfo &create_info,
const safe_VkGraphicsPipelineCreateInfo &safe_create_info,
std::shared_ptr<const RENDER_PASS_STATE> rp);
// Merged layouts
std::shared_ptr<const PIPELINE_LAYOUT_STATE> merged_graphics_layout;
};
template <>
struct PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT> {
using type = std::shared_ptr<VertexInputState>;
};
// static
template <>
inline PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT>::type
PIPELINE_STATE::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT>(const PIPELINE_STATE &pipe_state) {
return pipe_state.vertex_input_state;
}
template <>
struct PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT> {
using type = std::shared_ptr<PreRasterState>;
};
// static
template <>
inline PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT>::type
PIPELINE_STATE::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT>(const PIPELINE_STATE &pipe_state) {
return pipe_state.pre_raster_state;
}
template <>
struct PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT> {
using type = std::shared_ptr<FragmentShaderState>;
};
// static
template <>
inline PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT>::type
PIPELINE_STATE::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT>(const PIPELINE_STATE &pipe_state) {
return pipe_state.fragment_shader_state;
}
template <>
struct PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT> {
using type = std::shared_ptr<FragmentOutputState>;
};
// static
template <>
inline PIPELINE_STATE::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT>::type
PIPELINE_STATE::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT>(const PIPELINE_STATE &pipe_state) {
return pipe_state.fragment_output_state;
}
// Track last states that are bound per pipeline bind point (Gfx & Compute)
struct LAST_BOUND_STATE {
LAST_BOUND_STATE() { Reset(); } // must define default constructor for portability reasons
PIPELINE_STATE *pipeline_state;
VkPipelineLayout pipeline_layout;
std::shared_ptr<cvdescriptorset::DescriptorSet> push_descriptor_set;
// Ordered bound set tracking where index is set# that given set is bound to
struct PER_SET {
std::shared_ptr<cvdescriptorset::DescriptorSet> bound_descriptor_set;
// one dynamic offset per dynamic descriptor bound to this CB
std::vector<uint32_t> dynamicOffsets;
PipelineLayoutCompatId compat_id_for_set{0};
// Cache most recently validated descriptor state for ValidateCmdBufDrawState/UpdateDrawState
const cvdescriptorset::DescriptorSet *validated_set{nullptr};
uint64_t validated_set_change_count{~0ULL};
uint64_t validated_set_image_layout_change_count{~0ULL};
BindingReqMap validated_set_binding_req_map;
};
std::vector<PER_SET> per_set;
void Reset();
void UnbindAndResetPushDescriptorSet(CMD_BUFFER_STATE *cb_state, std::shared_ptr<cvdescriptorset::DescriptorSet> &&ds);
inline bool IsUsing() const { return pipeline_state ? true : false; }
};
static inline bool CompatForSet(uint32_t set, const LAST_BOUND_STATE &a, const std::vector<PipelineLayoutCompatId> &b) {
bool result = (set < a.per_set.size()) && (set < b.size()) && (*(a.per_set[set].compat_id_for_set) == *b[set]);
return result;
}
static inline bool CompatForSet(uint32_t set, const PIPELINE_LAYOUT_STATE *a, const PIPELINE_LAYOUT_STATE *b) {
// Intentionally have a result variable to simplify debugging
bool result = a && b && (set < a->compat_for_set.size()) && (set < b->compat_for_set.size()) &&
(a->compat_for_set[set] == b->compat_for_set[set]);
return result;
}
enum LvlBindPoint {
BindPoint_Graphics = VK_PIPELINE_BIND_POINT_GRAPHICS,
BindPoint_Compute = VK_PIPELINE_BIND_POINT_COMPUTE,
BindPoint_Ray_Tracing = 2,
BindPoint_Count = 3,
};
static VkPipelineBindPoint inline ConvertToPipelineBindPoint(LvlBindPoint bind_point) {
switch (bind_point) {
case BindPoint_Ray_Tracing:
return VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR;
default:
return static_cast<VkPipelineBindPoint>(bind_point);
}
return VK_PIPELINE_BIND_POINT_MAX_ENUM;
}
static LvlBindPoint inline ConvertToLvlBindPoint(VkPipelineBindPoint bind_point) {
switch (bind_point) {
case VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR:
return BindPoint_Ray_Tracing;
default:
return static_cast<LvlBindPoint>(bind_point);
}
return BindPoint_Count;
}