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/* Copyright (c) 2015-2025 The Khronos Group Inc.
* Copyright (c) 2015-2025 Valve Corporation
* Copyright (c) 2015-2025 LunarG, Inc.
* Copyright (C) 2015-2025 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.
*/
#pragma once
#include <variant>
#include <vulkan/utility/vk_safe_struct.hpp>
#include "state_tracker/pipeline_sub_state.h"
#include "generated/dynamic_state_helper.h"
#include "state_tracker/state_tracker.h"
#include "state_tracker/shader_stage_state.h"
// Fwd declarations -- including descriptor_set.h creates an ugly include loop
namespace vvl {
class DescriptorSetLayoutDef;
class DescriptorSetLayout;
class DescriptorSet;
class Descriptor;
class DeviceState;
class RenderPass;
class CommandBuffer;
class Pipeline;
struct ShaderObject;
struct ShaderModule;
} // namespace vvl
namespace chassis {
struct CreateShaderModule;
} // namespace chassis
namespace vvl {
class PipelineCache : public StateObject {
public:
const vku::safe_VkPipelineCacheCreateInfo create_info;
PipelineCache(VkPipelineCache pipeline_cache, const VkPipelineCacheCreateInfo *pCreateInfo)
: StateObject(pipeline_cache, kVulkanObjectTypePipelineCache), create_info(pCreateInfo) {}
VkPipelineCache VkHandle() const { return handle_.Cast<VkPipelineCache>(); }
virtual std::shared_ptr<const vvl::ShaderModule> GetStageModule(const vvl::Pipeline &pipe_state, size_t stage_index) const {
// This interface enables derived versions of the pipeline cache state object to return
// the shader module information from pipeline cache data, if available.
// This is currently used by Vulkan SC to retrieve SPIR-V module debug information when
// available, but may also be used by vendor-specific validation layers.
// The default behavior (having no parsed pipeline cache data) is to not return anything.
(void)pipe_state;
(void)stage_index;
return nullptr;
}
};
class Pipeline : public StateObject {
protected:
// NOTE: The style guide suggests private data appear at the end, but we need this populated first, so placing it here
// Will be either
// 1. A copy of state from VkCreateRenderPass
// 2. Created at pipeline creation time if using dynamic rendering and VkPipelineRenderingCreateInfo
std::shared_ptr<const vvl::RenderPass> rp_state;
public:
const std::variant<vku::safe_VkGraphicsPipelineCreateInfo, vku::safe_VkComputePipelineCreateInfo,
vku::safe_VkRayTracingPipelineCreateInfoCommon>
create_info;
// Pipeline cache state
const std::shared_ptr<const vvl::PipelineCache> pipeline_cache;
// Create Info values saved for fast access later
const VkPipelineRenderingCreateInfo *rendering_create_info = nullptr;
const VkPipelineLibraryCreateInfoKHR *library_create_info = nullptr;
VkGraphicsPipelineLibraryFlagsEXT graphics_lib_type = static_cast<VkGraphicsPipelineLibraryFlagsEXT>(0);
VkPipelineBindPoint pipeline_type;
VkPipelineCreateFlags2 create_flags;
vvl::span<const vku::safe_VkPipelineShaderStageCreateInfo> shader_stages_ci;
const vku::safe_VkPipelineLibraryCreateInfoKHR *ray_tracing_library_ci = nullptr;
// If using a shader module identifier, the module itself is not validated, but the shader stage is still known
const bool uses_shader_module_id;
// 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
const std::vector<ShaderStageState> stage_states;
// Shaders from the pipeline create info
// Normally used for validating pipeline creation, if stages are linked, they will already have been validated
const VkShaderStageFlags create_info_shaders = 0;
// Shaders being linked in, don't need to be re-validated
const VkShaderStageFlags linking_shaders = 0;
// Flag of which shader stages are active for this pipeline
// create_info_shaders + linking_shaders
const VkShaderStageFlags active_shaders = 0;
const vvl::unordered_set<uint32_t> fragmentShader_writable_output_location_list;
// NOTE: this map is used in performance critical code paths.
// The values of existing entries in the 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
// Which state is dynamic from pipeline creation, factors in GPL sub state as well
CBDynamicFlags dynamic_state;
const VkPrimitiveTopology topology_at_rasterizer = VK_PRIMITIVE_TOPOLOGY_MAX_ENUM;
const bool descriptor_buffer_mode = false;
const bool uses_pipeline_robustness;
const bool uses_pipeline_vertex_robustness;
bool ignore_color_attachments;
mutable bool binary_data_released = false;
// TODO - Because we have hack to create a pipeline at PreCallValidate time (for GPL) we have no proper way to create inherited
// state objects of the pipeline This is to make it clear that while currently everyone has to allocate this memory, it is only
// ment for GPU-AV
struct InstrumentationData {
// < unique_shader_id, instrumented_shader_module_handle >
// We create a VkShaderModule that is instrumented and need to delete before leaving the pipeline call
std::vector<std::pair<uint32_t, VkShaderModule>> instrumented_shader_modules;
// TODO - For GPL, this doesn't get passed down from linked shaders
bool was_instrumented = false;
// When we instrument GPL at link time, we need to hold the new libraries until they are done
VkPipeline pre_raster_lib = VK_NULL_HANDLE;
VkPipeline frag_out_lib = VK_NULL_HANDLE;
} instrumentation_data;
Pipeline(const DeviceState &state_data, const VkGraphicsPipelineCreateInfo *pCreateInfo,
std::shared_ptr<const vvl::PipelineCache> pipe_cache, std::shared_ptr<const vvl::RenderPass> &&rpstate,
std::shared_ptr<const vvl::PipelineLayout> &&layout,
spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages]);
Pipeline(const DeviceState &state_data, const VkComputePipelineCreateInfo *pCreateInfo,
std::shared_ptr<const vvl::PipelineCache> &&pipe_cache, std::shared_ptr<const vvl::PipelineLayout> &&layout,
spirv::StatelessData *stateless_data);
Pipeline(const DeviceState &state_data, const VkRayTracingPipelineCreateInfoKHR *pCreateInfo,
std::shared_ptr<const vvl::PipelineCache> &&pipe_cache, std::shared_ptr<const vvl::PipelineLayout> &&layout,
spirv::StatelessData *stateless_data);
Pipeline(const DeviceState &state_data, const VkRayTracingPipelineCreateInfoNV *pCreateInfo,
std::shared_ptr<const vvl::PipelineCache> &&pipe_cache, std::shared_ptr<const vvl::PipelineLayout> &&layout,
spirv::StatelessData *stateless_data);
VkPipeline VkHandle() const { return handle_.Cast<VkPipeline>(); }
void SetHandle(VkPipeline p) { handle_.handle = CastToUint64(p); }
bool IsGraphicsLibrary() const { return !HasFullState(); }
bool HasFullState() const {
if (pipeline_type != VK_PIPELINE_BIND_POINT_GRAPHICS) {
return true;
}
// First make sure that this pipeline is a "classic" pipeline, or is linked together with the appropriate sub-state
// libraries
if (graphics_lib_type && (graphics_lib_type != (VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT |
VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT |
VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT |
VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT))) {
return false;
}
// If Pre-raster state does contain a vertex shader, vertex input state is not required
const bool vi_satisfied = [this]() -> bool {
if (pre_raster_state && pre_raster_state->vertex_shader) {
// Vertex shader present, so vertex input state is necessary for complete state
return static_cast<bool>(vertex_input_state);
} else {
// there is no vertex shader, so no vertex input state is required
return true;
}
}();
// Fragment output/shader state is not required if rasterization is disabled.
const bool rasterization_disabled = RasterizationDisabled();
const bool frag_shader_satisfied = rasterization_disabled || static_cast<bool>(fragment_shader_state);
const bool frag_out_satisfied = rasterization_disabled || static_cast<bool>(fragment_output_state);
return vi_satisfied && pre_raster_state && frag_shader_satisfied && frag_out_satisfied;
}
template <VkGraphicsPipelineLibraryFlagBitsEXT type_flag>
struct SubStateTraits {};
template <VkGraphicsPipelineLibraryFlagBitsEXT type_flag>
static inline typename SubStateTraits<type_flag>::type GetSubState(const Pipeline &) {
return {};
}
std::shared_ptr<const vvl::ShaderModule> GetSubStateShader(VkShaderStageFlagBits state) const;
template <VkGraphicsPipelineLibraryFlagBitsEXT type_flag>
static inline typename SubStateTraits<type_flag>::type GetLibSubState(const DeviceState &device_state,
const VkPipelineLibraryCreateInfoKHR &link_info) {
for (uint32_t i = 0; i < link_info.libraryCount; ++i) {
const auto lib_state = device_state.Get<vvl::Pipeline>(link_info.pLibraries[i]);
if (lib_state && ((lib_state->graphics_lib_type & type_flag) != 0)) {
return GetSubState<type_flag>(*lib_state);
}
}
return {};
}
// Used to know if the pipeline substate is being created (as opposed to being linked)
// Important as some pipeline checks need pipeline state that won't be there if the substate is from linking
// Many VUs say "the pipeline require" which means "not being linked in as a library"
// If the VUs says "created with" then you should NOT use this function
// TODO - This could probably just be a check to VkGraphicsPipelineLibraryCreateInfoEXT::flags
bool OwnsSubState(const std::shared_ptr<PipelineSubState> sub_state) const { return sub_state && (&sub_state->parent == this); }
// This grabs the render pass at pipeline creation time, if you are inside a command buffer, use the vvl::RenderPass inside the
// command buffer! (The render pass can be different as they just have to be compatible, see
// vkspec.html#renderpass-compatibility)
const std::shared_ptr<const vvl::RenderPass> 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;
}
// A pipeline does not "require" state that is specified in a library.
bool IsRenderPassStateRequired() const {
return OwnsSubState(pre_raster_state) || OwnsSubState(fragment_shader_state) || OwnsSubState(fragment_output_state);
}
// There could be an invalid RenderPass which will not come as as null, need to check RenderPassState() if it is valid
bool IsRenderPassNull() const { return GraphicsCreateInfo().renderPass == VK_NULL_HANDLE; }
const std::shared_ptr<const vvl::PipelineLayout> 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;
}
std::vector<std::shared_ptr<const vvl::PipelineLayout>> PipelineLayoutStateUnion() const;
const std::shared_ptr<const vvl::PipelineLayout> PreRasterPipelineLayoutState() const {
if (pre_raster_state) {
return pre_raster_state->pipeline_layout;
}
return merged_graphics_layout;
}
const std::shared_ptr<const vvl::PipelineLayout> FragmentShaderPipelineLayoutState() const {
if (fragment_shader_state) {
return fragment_shader_state->pipeline_layout;
}
return merged_graphics_layout;
}
// the VkPipelineMultisampleStateCreateInfo need to be identically defined so can safely grab both
const vku::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 vku::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 void *RasterizationStatePNext() const {
if (const auto *raster_state = RasterizationState()) {
return raster_state->pNext;
}
return nullptr;
}
// Lack of a rasterization state can be from various things (dynamic state, GPL, etc)
// For this case, act as if (rasterizerDiscardEnable == false)
bool RasterizationDisabled() const {
if (pre_raster_state && pre_raster_state->raster_state) {
return pre_raster_state->raster_state->rasterizerDiscardEnable == VK_TRUE;
}
return false;
}
const vku::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 vku::safe_VkPipelineTessellationStateCreateInfo *TessellationState() const {
if (pre_raster_state) {
return pre_raster_state->tessellation_state;
}
return nullptr;
}
const vku::safe_VkPipelineColorBlendStateCreateInfo *ColorBlendState() const {
if (fragment_output_state) {
return fragment_output_state->color_blend_state.get();
}
return nullptr;
}
const vku::safe_VkPipelineVertexInputStateCreateInfo *InputState() const {
if (vertex_input_state) {
return vertex_input_state->input_state;
}
return nullptr;
}
const vku::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 GraphicsCreateInfo().subpass;
}
const FragmentOutputState::AttachmentStateVector &AttachmentStates() const {
if (fragment_output_state) {
return fragment_output_state->attachment_states;
}
static FragmentOutputState::AttachmentStateVector empty_vec = {};
return empty_vec;
}
const vku::safe_VkPipelineDepthStencilStateCreateInfo *DepthStencilState() const {
if (fragment_shader_state) {
return fragment_shader_state->ds_state.get();
}
return nullptr;
}
const vku::safe_VkGraphicsPipelineCreateInfo &GraphicsCreateInfo() const {
return std::get<vku::safe_VkGraphicsPipelineCreateInfo>(create_info);
}
const vku::safe_VkComputePipelineCreateInfo &ComputeCreateInfo() const {
return std::get<vku::safe_VkComputePipelineCreateInfo>(create_info);
}
const vku::safe_VkRayTracingPipelineCreateInfoCommon &RayTracingCreateInfo() const {
return std::get<vku::safe_VkRayTracingPipelineCreateInfoCommon>(create_info);
}
VkStructureType GetCreateInfoSType() const {
const auto *gfx = std::get_if<vku::safe_VkGraphicsPipelineCreateInfo>(&create_info);
if (gfx) {
return gfx->sType;
}
const auto *cmp = std::get_if<vku::safe_VkComputePipelineCreateInfo>(&create_info);
if (cmp) {
return cmp->sType;
}
const auto *rt = std::get_if<vku::safe_VkRayTracingPipelineCreateInfoCommon>(&create_info);
return rt->sType;
}
const void *GetCreateInfoPNext() const {
const auto *gfx = std::get_if<vku::safe_VkGraphicsPipelineCreateInfo>(&create_info);
if (gfx) {
return gfx->pNext;
}
const auto *cmp = std::get_if<vku::safe_VkComputePipelineCreateInfo>(&create_info);
if (cmp) {
return cmp->pNext;
}
const auto *rt = std::get_if<vku::safe_VkRayTracingPipelineCreateInfoCommon>(&create_info);
return rt->pNext;
}
const Location GetCreateFlagsLoc(const Location &create_info_loc) const;
bool SampleLocationEnabled() const { return fragment_output_state && fragment_output_state->sample_location_enabled; }
static std::vector<ShaderStageState> GetStageStates(const DeviceState &state_data, const Pipeline &pipe_state,
spirv::StatelessData *stateless_data);
// Return true if for a given PSO, the given state enum is dynamic, else return false
bool IsDynamic(const CBDynamicState state) const { return dynamic_state[state]; }
// From https://gitlab.khronos.org/vulkan/vulkan/-/issues/3263
// None of these require VK_EXT_extended_dynamic_state3
inline bool IsDepthStencilStateDynamic() const {
return IsDynamic(CB_DYNAMIC_STATE_DEPTH_TEST_ENABLE) && IsDynamic(CB_DYNAMIC_STATE_DEPTH_WRITE_ENABLE) &&
IsDynamic(CB_DYNAMIC_STATE_DEPTH_COMPARE_OP) && IsDynamic(CB_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE) &&
IsDynamic(CB_DYNAMIC_STATE_STENCIL_TEST_ENABLE) && IsDynamic(CB_DYNAMIC_STATE_STENCIL_OP) &&
IsDynamic(CB_DYNAMIC_STATE_DEPTH_BOUNDS);
}
// If true, VK_EXT_extended_dynamic_state3 must also have been enabled
inline bool IsColorBlendStateDynamic() const {
return IsDynamic(CB_DYNAMIC_STATE_LOGIC_OP_ENABLE_EXT) && IsDynamic(CB_DYNAMIC_STATE_LOGIC_OP_EXT) &&
IsDynamic(CB_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT) && IsDynamic(CB_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT) &&
IsDynamic(CB_DYNAMIC_STATE_COLOR_WRITE_MASK_EXT) && IsDynamic(CB_DYNAMIC_STATE_BLEND_CONSTANTS);
}
template <typename CreateInfo>
static bool EnablesRasterizationStates(const vvl::DeviceState &device_state, const CreateInfo &create_info) {
// If this is an executable pipeline created from linking graphics libraries, we need to find the pre-raster library to
// check if rasterization is enabled
auto link_info = vku::FindStructInPNextChain<VkPipelineLibraryCreateInfoKHR>(create_info.pNext);
if (link_info) {
const auto libs = vvl::make_span(link_info->pLibraries, link_info->libraryCount);
for (const auto handle : libs) {
auto lib = device_state.template Get<vvl::Pipeline>(handle);
if (lib && lib->pre_raster_state) {
return EnablesRasterizationStates(lib->pre_raster_state);
}
}
// Getting here indicates this is a set of linked libraries, but does not link to a valid pre-raster library. Assume
// rasterization is enabled in this case
return true;
}
// Check if rasterization is enabled if this is a graphics library (only known in pre-raster libraries)
auto lib_info = vku::FindStructInPNextChain<VkGraphicsPipelineLibraryCreateInfoEXT>(create_info.pNext);
if (lib_info) {
if (lib_info && (lib_info->flags & VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT)) {
return EnablesRasterizationStates(create_info);
}
// Assume rasterization is enabled for non-pre-raster state libraries
return true;
}
// This is a "legacy pipeline"
return EnablesRasterizationStates(create_info);
}
template <typename CreateInfo>
static bool ContainsSubState(const vvl::DeviceState &device_state, const CreateInfo &create_info,
VkGraphicsPipelineLibraryFlagsEXT sub_state) {
constexpr VkGraphicsPipelineLibraryFlagsEXT null_lib = static_cast<VkGraphicsPipelineLibraryFlagsEXT>(0);
VkGraphicsPipelineLibraryFlagsEXT current_state = null_lib;
// Check linked libraries
auto link_info = vku::FindStructInPNextChain<VkPipelineLibraryCreateInfoKHR>(create_info.pNext);
if (link_info) {
const auto libs = vvl::make_span(link_info->pLibraries, link_info->libraryCount);
for (const auto handle : libs) {
auto lib = device_state.Get<vvl::Pipeline>(handle);
current_state |= lib->graphics_lib_type;
}
}
// Check if this is a graphics library
auto lib_info = vku::FindStructInPNextChain<VkGraphicsPipelineLibraryCreateInfoEXT>(create_info.pNext);
if (lib_info) {
current_state |= lib_info->flags;
}
if (!link_info && !lib_info) {
// This is not a graphics pipeline library, and therefore contains all necessary state
return true;
}
return (current_state & sub_state) != null_lib;
}
// Version used at dispatch time for stateless VOs
template <typename CreateInfo>
static bool ContainsSubState(const CreateInfo &create_info, VkGraphicsPipelineLibraryFlagsEXT sub_state) {
constexpr VkGraphicsPipelineLibraryFlagsEXT null_lib = static_cast<VkGraphicsPipelineLibraryFlagsEXT>(0);
VkGraphicsPipelineLibraryFlagsEXT current_state = null_lib;
auto link_info = vku::FindStructInPNextChain<VkPipelineLibraryCreateInfoKHR>(create_info.pNext);
// Cannot check linked library state in stateless VO
// Check if this is a graphics library
auto lib_info = vku::FindStructInPNextChain<VkGraphicsPipelineLibraryCreateInfoEXT>(create_info.pNext);
if (lib_info) {
current_state |= lib_info->flags;
}
if (!link_info && !lib_info) {
// This is not a graphics pipeline library, and therefore (should) contains all necessary state
return true;
}
return (current_state & sub_state) != null_lib;
}
// This is a helper that is meant to be used during safe_VkPipelineRenderingCreateInfo construction to determine whether or not
// certain fields should be ignored based on graphics pipeline state
static bool PnextRenderingInfoCustomCopy(const DeviceState &device_state, const VkGraphicsPipelineCreateInfo &graphics_info,
VkBaseOutStructure *safe_struct, const VkBaseOutStructure *in_struct) {
// "safe_struct" is assumed to be non-null as it should be the "this" member of calling class instance
assert(safe_struct);
if (safe_struct->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO) {
const bool has_fo_state = Pipeline::ContainsSubState(device_state, graphics_info,
VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT);
if (!has_fo_state) {
// Clear out all pointers except for viewMask. Since viewMask is a scalar, it has already been copied at this point
// in vku::safe_VkPipelineRenderingCreateInfo construction.
auto pri = reinterpret_cast<vku::safe_VkPipelineRenderingCreateInfo *>(safe_struct);
pri->colorAttachmentCount = 0u;
pri->depthAttachmentFormat = VK_FORMAT_UNDEFINED;
pri->stencilAttachmentFormat = VK_FORMAT_UNDEFINED;
// Signal that we do not want the "normal" safe struct initialization to run
return true;
}
}
// Signal that the custom initialization was not used
return false;
}
protected:
static std::shared_ptr<VertexInputState> CreateVertexInputState(const Pipeline &p, const DeviceState &state,
const vku::safe_VkGraphicsPipelineCreateInfo &create_info);
static std::shared_ptr<PreRasterState> CreatePreRasterState(
const Pipeline &p, const DeviceState &state, const vku::safe_VkGraphicsPipelineCreateInfo &create_info,
const std::shared_ptr<const vvl::RenderPass> &rp, spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages]);
static std::shared_ptr<FragmentShaderState> CreateFragmentShaderState(
const Pipeline &p, const DeviceState &state, const VkGraphicsPipelineCreateInfo &create_info,
const vku::safe_VkGraphicsPipelineCreateInfo &safe_create_info, const std::shared_ptr<const vvl::RenderPass> &rp,
spirv::StatelessData stateless_data[kCommonMaxGraphicsShaderStages]);
static std::shared_ptr<FragmentOutputState> CreateFragmentOutputState(
const Pipeline &p, const DeviceState &state, const VkGraphicsPipelineCreateInfo &create_info,
const vku::safe_VkGraphicsPipelineCreateInfo &safe_create_info, const std::shared_ptr<const vvl::RenderPass> &rp);
template <typename CreateInfo>
static bool EnablesRasterizationStates(const CreateInfo &create_info) {
if (create_info.pDynamicState && create_info.pDynamicState->pDynamicStates) {
for (uint32_t i = 0; i < create_info.pDynamicState->dynamicStateCount; ++i) {
if (create_info.pDynamicState->pDynamicStates[i] == VK_DYNAMIC_STATE_RASTERIZER_DISCARD_ENABLE) {
// If RASTERIZER_DISCARD_ENABLE is dynamic, then we must return true (i.e., rasterization is enabled)
// NOTE: create_info must contain pre-raster state, otherwise it is an invalid pipeline and will trigger
// an error outside of this function.
return true;
}
}
}
// Return rasterization state from create info if it will not be set dynamically
if (create_info.pRasterizationState) {
return create_info.pRasterizationState->rasterizerDiscardEnable == VK_FALSE;
}
// Getting here indicates create_info represents a pipeline that does not contain pre-raster state
// Return true, though the return value _shouldn't_ matter in such cases
return true;
}
static bool EnablesRasterizationStates(const std::shared_ptr<PreRasterState> pre_raster_state) {
if (!pre_raster_state) {
// Assume rasterization is enabled if we don't know for sure that it is disabled
return true;
}
return EnablesRasterizationStates(pre_raster_state->parent.GraphicsCreateInfo());
}
// Merged layouts
std::shared_ptr<const vvl::PipelineLayout> merged_graphics_layout;
};
template <>
struct Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT> {
using type = std::shared_ptr<VertexInputState>;
};
// static
template <>
inline Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT>::type
Pipeline::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT>(const Pipeline &pipe_state) {
return pipe_state.vertex_input_state;
}
template <>
struct Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT> {
using type = std::shared_ptr<PreRasterState>;
};
// static
template <>
inline Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT>::type
Pipeline::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_PRE_RASTERIZATION_SHADERS_BIT_EXT>(const Pipeline &pipe_state) {
return pipe_state.pre_raster_state;
}
template <>
struct Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT> {
using type = std::shared_ptr<FragmentShaderState>;
};
// static
template <>
inline Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT>::type
Pipeline::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT>(const Pipeline &pipe_state) {
return pipe_state.fragment_shader_state;
}
template <>
struct Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT> {
using type = std::shared_ptr<FragmentOutputState>;
};
// static
template <>
inline Pipeline::SubStateTraits<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT>::type
Pipeline::GetSubState<VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT>(const Pipeline &pipe_state) {
return pipe_state.fragment_output_state;
}
} // namespace vvl
// Used to compare 2 layouts independently when not tied to the last bound object
bool IsPipelineLayoutSetCompatible(uint32_t set, const vvl::PipelineLayout *a, const vvl::PipelineLayout *b);
std::string DescribePipelineLayoutSetNonCompatible(uint32_t set, const vvl::PipelineLayout *a, const vvl::PipelineLayout *b);
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