#include #include #include "dxvk_device.h" #include "dxvk_graphics.h" #include "dxvk_spec_const.h" namespace dxvk { DxvkGraphicsPipelineStateInfo::DxvkGraphicsPipelineStateInfo() { std::memset(this, 0, sizeof(DxvkGraphicsPipelineStateInfo)); } DxvkGraphicsPipelineStateInfo::DxvkGraphicsPipelineStateInfo( const DxvkGraphicsPipelineStateInfo& other) { std::memcpy(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)); } DxvkGraphicsPipelineStateInfo& DxvkGraphicsPipelineStateInfo::operator = ( const DxvkGraphicsPipelineStateInfo& other) { std::memcpy(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)); return *this; } bool DxvkGraphicsPipelineStateInfo::operator == (const DxvkGraphicsPipelineStateInfo& other) const { return std::memcmp(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)) == 0; } bool DxvkGraphicsPipelineStateInfo::operator != (const DxvkGraphicsPipelineStateInfo& other) const { return std::memcmp(this, &other, sizeof(DxvkGraphicsPipelineStateInfo)) != 0; } DxvkGraphicsPipelineInstance::DxvkGraphicsPipelineInstance( const Rc& vkd, const DxvkGraphicsPipelineStateInfo& stateVector, VkRenderPass renderPass, VkPipeline basePipeline) : m_vkd (vkd), m_stateVector (stateVector), m_renderPass (renderPass), m_basePipeline(basePipeline), m_fastPipeline(VK_NULL_HANDLE) { } DxvkGraphicsPipelineInstance::~DxvkGraphicsPipelineInstance() { m_vkd->vkDestroyPipeline(m_vkd->device(), m_basePipeline, nullptr); m_vkd->vkDestroyPipeline(m_vkd->device(), m_fastPipeline, nullptr); } DxvkGraphicsPipeline::DxvkGraphicsPipeline( const DxvkDevice* device, const Rc& cache, const Rc& compiler, const Rc& vs, const Rc& tcs, const Rc& tes, const Rc& gs, const Rc& fs) : m_device(device), m_vkd(device->vkd()), m_cache(cache), m_compiler(compiler) { DxvkDescriptorSlotMapping slotMapping; if (vs != nullptr) vs ->defineResourceSlots(slotMapping); if (tcs != nullptr) tcs->defineResourceSlots(slotMapping); if (tes != nullptr) tes->defineResourceSlots(slotMapping); if (gs != nullptr) gs ->defineResourceSlots(slotMapping); if (fs != nullptr) fs ->defineResourceSlots(slotMapping); slotMapping.makeDescriptorsDynamic( device->options().maxNumDynamicUniformBuffers, device->options().maxNumDynamicStorageBuffers); m_layout = new DxvkPipelineLayout(m_vkd, slotMapping.bindingCount(), slotMapping.bindingInfos(), VK_PIPELINE_BIND_POINT_GRAPHICS); if (vs != nullptr) m_vs = vs ->createShaderModule(m_vkd, slotMapping); if (tcs != nullptr) m_tcs = tcs->createShaderModule(m_vkd, slotMapping); if (tes != nullptr) m_tes = tes->createShaderModule(m_vkd, slotMapping); if (gs != nullptr) m_gs = gs ->createShaderModule(m_vkd, slotMapping); if (fs != nullptr) m_fs = fs ->createShaderModule(m_vkd, slotMapping); m_vsIn = vs != nullptr ? vs->interfaceSlots().inputSlots : 0; m_fsOut = fs != nullptr ? fs->interfaceSlots().outputSlots : 0; m_common.msSampleShadingEnable = fs != nullptr && fs->hasCapability(spv::CapabilitySampleRateShading); m_common.msSampleShadingFactor = 1.0f; } DxvkGraphicsPipeline::~DxvkGraphicsPipeline() { } VkPipeline DxvkGraphicsPipeline::getPipelineHandle( const DxvkGraphicsPipelineStateInfo& state, const DxvkRenderPass& renderPass, DxvkStatCounters& stats) { VkRenderPass renderPassHandle = renderPass.getDefaultHandle(); { std::lock_guard lock(m_mutex); DxvkGraphicsPipelineInstance* pipeline = this->findInstance(state, renderPassHandle); if (pipeline != nullptr) return pipeline->getPipeline(); } // If the pipeline state vector is invalid, don't try // to create a new pipeline, it won't work anyway. if (!this->validatePipelineState(state)) return VK_NULL_HANDLE; // If no pipeline instance exists with the given state // vector, create a new one and add it to the list. VkPipeline newPipelineBase = m_basePipelineBase.load(); VkPipeline newPipelineHandle = this->compilePipeline(state, renderPassHandle, m_compiler != nullptr ? VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT : 0, newPipelineBase); Rc newPipeline = new DxvkGraphicsPipelineInstance(m_device->vkd(), state, renderPassHandle, newPipelineHandle); { std::lock_guard lock(m_mutex); // Discard the pipeline if another thread // was faster compiling the same pipeline DxvkGraphicsPipelineInstance* pipeline = this->findInstance(state, renderPassHandle); if (pipeline != nullptr) return pipeline->getPipeline(); // Add new pipeline to the set m_pipelines.push_back(newPipeline); stats.addCtr(DxvkStatCounter::PipeCountGraphics, 1); } // Use the new pipeline as the base pipeline for derivative pipelines if (newPipelineBase == VK_NULL_HANDLE && newPipelineHandle != VK_NULL_HANDLE) m_basePipelineBase.compare_exchange_strong(newPipelineBase, newPipelineHandle); // Compile optimized pipeline asynchronously if (m_compiler != nullptr) m_compiler->queueCompilation(this, newPipeline); return newPipelineHandle; } void DxvkGraphicsPipeline::compileInstance( const Rc& instance) { // Compile an optimized version of the pipeline VkPipeline newPipelineBase = m_fastPipelineBase.load(); VkPipeline newPipelineHandle = this->compilePipeline( instance->m_stateVector, instance->m_renderPass, 0, m_fastPipelineBase); // Use the new pipeline as the base pipeline for derivative pipelines if (newPipelineBase == VK_NULL_HANDLE && newPipelineHandle != VK_NULL_HANDLE) m_fastPipelineBase.compare_exchange_strong(newPipelineBase, newPipelineHandle); // If an optimized version has been compiled // in the meantime, discard the new pipeline if (!instance->setFastPipeline(newPipelineHandle)) m_vkd->vkDestroyPipeline(m_vkd->device(), newPipelineHandle, nullptr); } DxvkGraphicsPipelineInstance* DxvkGraphicsPipeline::findInstance( const DxvkGraphicsPipelineStateInfo& state, VkRenderPass renderPass) const { for (const auto& pipeline : m_pipelines) { if (pipeline->isCompatible(state, renderPass)) return pipeline.ptr(); } return nullptr; } VkPipeline DxvkGraphicsPipeline::compilePipeline( const DxvkGraphicsPipelineStateInfo& state, VkRenderPass renderPass, VkPipelineCreateFlags createFlags, VkPipeline baseHandle) const { if (Logger::logLevel() <= LogLevel::Debug) { Logger::debug("Compiling graphics pipeline..."); this->logPipelineState(LogLevel::Debug, state); } std::array dynamicStates = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_DEPTH_BIAS, VK_DYNAMIC_STATE_BLEND_CONSTANTS, VK_DYNAMIC_STATE_STENCIL_REFERENCE, }; DxvkSpecConstantData specData; specData.rasterizerSampleCount = uint32_t(state.msSampleCount); for (uint32_t i = 0; i < MaxNumActiveBindings; i++) specData.activeBindings[i] = state.bsBindingState.isBound(i) ? VK_TRUE : VK_FALSE; VkSpecializationInfo specInfo; specInfo.mapEntryCount = g_specConstantMap.mapEntryCount(); specInfo.pMapEntries = g_specConstantMap.mapEntryData(); specInfo.dataSize = sizeof(specData); specInfo.pData = &specData; std::vector stages; if (m_vs != nullptr) stages.push_back(m_vs->stageInfo(&specInfo)); if (m_tcs != nullptr) stages.push_back(m_tcs->stageInfo(&specInfo)); if (m_tes != nullptr) stages.push_back(m_tes->stageInfo(&specInfo)); if (m_gs != nullptr) stages.push_back(m_gs->stageInfo(&specInfo)); if (m_fs != nullptr) stages.push_back(m_fs->stageInfo(&specInfo)); std::array viDivisorDesc; uint32_t viDivisorCount = 0; for (uint32_t i = 0; i < state.ilBindingCount; i++) { if (state.ilBindings[i].inputRate == VK_VERTEX_INPUT_RATE_INSTANCE) { const uint32_t id = viDivisorCount++; viDivisorDesc[id].binding = state.ilBindings[i].binding; viDivisorDesc[id].divisor = state.ilDivisors[i]; } } VkPipelineVertexInputDivisorStateCreateInfoEXT viDivisorInfo; viDivisorInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT; viDivisorInfo.pNext = nullptr; viDivisorInfo.vertexBindingDivisorCount = viDivisorCount; viDivisorInfo.pVertexBindingDivisors = viDivisorDesc.data(); VkPipelineVertexInputStateCreateInfo viInfo; viInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; viInfo.pNext = &viDivisorInfo; viInfo.flags = 0; viInfo.vertexBindingDescriptionCount = state.ilBindingCount; viInfo.pVertexBindingDescriptions = state.ilBindings; viInfo.vertexAttributeDescriptionCount = state.ilAttributeCount; viInfo.pVertexAttributeDescriptions = state.ilAttributes; if (viDivisorCount == 0) viInfo.pNext = viDivisorInfo.pNext; VkPipelineInputAssemblyStateCreateInfo iaInfo; iaInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; iaInfo.pNext = nullptr; iaInfo.flags = 0; iaInfo.topology = state.iaPrimitiveTopology; iaInfo.primitiveRestartEnable = state.iaPrimitiveRestart; VkPipelineTessellationStateCreateInfo tsInfo; tsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO; tsInfo.pNext = nullptr; tsInfo.flags = 0; tsInfo.patchControlPoints = state.iaPatchVertexCount; VkPipelineViewportStateCreateInfo vpInfo; vpInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; vpInfo.pNext = nullptr; vpInfo.flags = 0; vpInfo.viewportCount = state.rsViewportCount; vpInfo.pViewports = nullptr; vpInfo.scissorCount = state.rsViewportCount; vpInfo.pScissors = nullptr; VkPipelineRasterizationStateCreateInfo rsInfo; rsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rsInfo.pNext = nullptr; rsInfo.flags = 0; rsInfo.depthClampEnable = state.rsDepthClampEnable; rsInfo.rasterizerDiscardEnable= VK_FALSE; rsInfo.polygonMode = state.rsPolygonMode; rsInfo.cullMode = state.rsCullMode; rsInfo.frontFace = state.rsFrontFace; rsInfo.depthBiasEnable = state.rsDepthBiasEnable; rsInfo.depthBiasConstantFactor= 0.0f; rsInfo.depthBiasClamp = 0.0f; rsInfo.depthBiasSlopeFactor = 0.0f; rsInfo.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo msInfo; msInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; msInfo.pNext = nullptr; msInfo.flags = 0; msInfo.rasterizationSamples = state.msSampleCount; msInfo.sampleShadingEnable = m_common.msSampleShadingEnable; msInfo.minSampleShading = m_common.msSampleShadingFactor; msInfo.pSampleMask = &state.msSampleMask; msInfo.alphaToCoverageEnable = state.msEnableAlphaToCoverage; msInfo.alphaToOneEnable = state.msEnableAlphaToOne; VkPipelineDepthStencilStateCreateInfo dsInfo; dsInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; dsInfo.pNext = nullptr; dsInfo.flags = 0; dsInfo.depthTestEnable = state.dsEnableDepthTest; dsInfo.depthWriteEnable = state.dsEnableDepthWrite; dsInfo.depthCompareOp = state.dsDepthCompareOp; dsInfo.depthBoundsTestEnable = VK_FALSE; dsInfo.stencilTestEnable = state.dsEnableStencilTest; dsInfo.front = state.dsStencilOpFront; dsInfo.back = state.dsStencilOpBack; dsInfo.minDepthBounds = 0.0f; dsInfo.maxDepthBounds = 1.0f; VkPipelineColorBlendStateCreateInfo cbInfo; cbInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; cbInfo.pNext = nullptr; cbInfo.flags = 0; cbInfo.logicOpEnable = state.omEnableLogicOp; cbInfo.logicOp = state.omLogicOp; cbInfo.attachmentCount = DxvkLimits::MaxNumRenderTargets; cbInfo.pAttachments = state.omBlendAttachments; for (uint32_t i = 0; i < 4; i++) cbInfo.blendConstants[i] = 0.0f; VkPipelineDynamicStateCreateInfo dyInfo; dyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dyInfo.pNext = nullptr; dyInfo.flags = 0; dyInfo.dynamicStateCount = dynamicStates.size(); dyInfo.pDynamicStates = dynamicStates.data(); VkGraphicsPipelineCreateInfo info; info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; info.pNext = nullptr; info.flags = createFlags; info.stageCount = stages.size(); info.pStages = stages.data(); info.pVertexInputState = &viInfo; info.pInputAssemblyState = &iaInfo; info.pTessellationState = &tsInfo; info.pViewportState = &vpInfo; info.pRasterizationState = &rsInfo; info.pMultisampleState = &msInfo; info.pDepthStencilState = &dsInfo; info.pColorBlendState = &cbInfo; info.pDynamicState = &dyInfo; info.layout = m_layout->pipelineLayout(); info.renderPass = renderPass; info.subpass = 0; info.basePipelineHandle = baseHandle; info.basePipelineIndex = -1; info.flags |= baseHandle == VK_NULL_HANDLE ? VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT : VK_PIPELINE_CREATE_DERIVATIVE_BIT; if (tsInfo.patchControlPoints == 0) info.pTessellationState = nullptr; // Time pipeline compilation for debugging purposes auto t0 = std::chrono::high_resolution_clock::now(); VkPipeline pipeline = VK_NULL_HANDLE; if (m_vkd->vkCreateGraphicsPipelines(m_vkd->device(), m_cache->handle(), 1, &info, nullptr, &pipeline) != VK_SUCCESS) { Logger::err("DxvkGraphicsPipeline: Failed to compile pipeline"); this->logPipelineState(LogLevel::Error, state); return VK_NULL_HANDLE; } auto t1 = std::chrono::high_resolution_clock::now(); auto td = std::chrono::duration_cast(t1 - t0); Logger::debug(str::format("DxvkGraphicsPipeline: Finished in ", td.count(), " ms")); return pipeline; } bool DxvkGraphicsPipeline::validatePipelineState( const DxvkGraphicsPipelineStateInfo& state) const { // Validate vertex input - each input slot consumed by the // vertex shader must be provided by the input layout. uint32_t providedVertexInputs = 0; for (uint32_t i = 0; i < state.ilAttributeCount; i++) providedVertexInputs |= 1u << state.ilAttributes[i].location; if ((providedVertexInputs & m_vsIn) != m_vsIn) return false; // If there are no tessellation shaders, we // obviously cannot use tessellation patches. if ((state.iaPatchVertexCount != 0) && (m_tcs == nullptr || m_tes == nullptr)) return false; // No errors return true; } void DxvkGraphicsPipeline::logPipelineState( LogLevel level, const DxvkGraphicsPipelineStateInfo& state) const { if (m_vs != nullptr) Logger::log(level, str::format(" vs : ", m_vs ->shader()->debugName())); if (m_tcs != nullptr) Logger::log(level, str::format(" tcs : ", m_tcs->shader()->debugName())); if (m_tes != nullptr) Logger::log(level, str::format(" tes : ", m_tes->shader()->debugName())); if (m_gs != nullptr) Logger::log(level, str::format(" gs : ", m_gs ->shader()->debugName())); if (m_fs != nullptr) Logger::log(level, str::format(" fs : ", m_fs ->shader()->debugName())); // TODO log more pipeline state } }