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// Copyright (c) 2017 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
//! A pipeline that performs graphics processing operations.
//!
//! Unlike a compute pipeline, which performs general-purpose work, a graphics pipeline is geared
//! specifically towards doing graphical processing. To that end, it consists of several shaders,
//! with additional state and glue logic in between.
//!
//! A graphics pipeline performs many separate steps, that execute more or less in sequence.
//! Due to the parallel nature of a GPU, no strict ordering guarantees may exist.
//!
//! 1. Vertex input and assembly: vertex input data is read from data buffers and then assembled
//! into primitives (points, lines, triangles etc.).
//! 2. Vertex shader invocations: the vertex data of each primitive is fed as input to the vertex
//! shader, which performs transformations on the data and generates new data as output.
//! 3. (Optional) Tessellation: primitives are subdivided by the operations of two shaders, the
//! tessellation control and tessellation evaluation shaders. The control shader produces the
//! tessellation level to apply for the primitive, while the evaluation shader postprocesses the
//! newly created vertices.
//! 4. (Optional) Geometry shading: whole primitives are fed as input and processed into a new set
//! of output primitives.
//! 5. Vertex post-processing, including:
//! - Clipping primitives to the view frustum and user-defined clipping planes.
//! - Perspective division.
//! - Viewport mapping.
//! 6. Rasterization: converting primitives into a two-dimensional representation. Primitives may be
//! discarded depending on their orientation, and are then converted into a collection of
//! fragments that are processed further.
//! 7. Fragment operations. These include invocations of the fragment shader, which generates the
//! values to be written to the color attachment. Various testing and discarding operations can
//! be performed both before and after the fragment shader ("early" and "late" fragment tests),
//! including:
//! - Discard rectangle test
//! - Scissor test
//! - Sample mask test
//! - Depth bounds test
//! - Stencil test
//! - Depth test
//! 8. Color attachment output: the final pixel data is written to a framebuffer. Blending and
//! logical operations can be applied to combine incoming pixel data with data already present
//! in the framebuffer.
//!
//! A graphics pipeline contains many configuration options, which are grouped into collections of
//! "state". Often, these directly correspond to one or more steps in the graphics pipeline. Each
//! state collection has a dedicated submodule.
//!
//! Once a graphics pipeline has been created, you can execute it by first *binding* it in a command
//! buffer, binding the necessary vertex buffers, binding any descriptor sets, setting push
//! constants, and setting any dynamic state that the pipeline may need. Then you issue a `draw`
//! command.
pub use self::{builder::GraphicsPipelineBuilder, creation_error::GraphicsPipelineCreationError};
use self::{
color_blend::ColorBlendState, depth_stencil::DepthStencilState,
discard_rectangle::DiscardRectangleState, input_assembly::InputAssemblyState,
multisample::MultisampleState, rasterization::RasterizationState,
render_pass::PipelineRenderPassType, tessellation::TessellationState,
vertex_input::VertexInputState, viewport::ViewportState,
};
use super::{DynamicState, Pipeline, PipelineBindPoint, PipelineLayout};
use crate::{
device::{Device, DeviceOwned},
macros::impl_id_counter,
shader::{DescriptorBindingRequirements, FragmentTestsStages, ShaderStage},
VulkanObject,
};
use ahash::HashMap;
use std::{
fmt::{Debug, Error as FmtError, Formatter},
num::NonZeroU64,
ptr,
sync::Arc,
};
mod builder;
pub mod color_blend;
mod creation_error;
pub mod depth_stencil;
pub mod discard_rectangle;
pub mod input_assembly;
pub mod multisample;
pub mod rasterization;
pub mod render_pass;
pub mod tessellation;
pub mod vertex_input;
pub mod viewport;
// FIXME: restore
//mod tests;
/// Defines how the implementation should perform a draw operation.
///
/// This object contains the shaders and the various fixed states that describe how the
/// implementation should perform the various operations needed by a draw command.
pub struct GraphicsPipeline {
handle: ash::vk::Pipeline,
device: Arc<Device>,
id: NonZeroU64,
layout: Arc<PipelineLayout>,
render_pass: PipelineRenderPassType,
// TODO: replace () with an object that describes the shaders in some way.
shaders: HashMap<ShaderStage, ()>,
descriptor_binding_requirements: HashMap<(u32, u32), DescriptorBindingRequirements>,
num_used_descriptor_sets: u32,
fragment_tests_stages: Option<FragmentTestsStages>,
vertex_input_state: VertexInputState,
input_assembly_state: InputAssemblyState,
tessellation_state: Option<TessellationState>,
viewport_state: Option<ViewportState>,
discard_rectangle_state: Option<DiscardRectangleState>,
rasterization_state: RasterizationState,
multisample_state: Option<MultisampleState>,
depth_stencil_state: Option<DepthStencilState>,
color_blend_state: Option<ColorBlendState>,
dynamic_state: HashMap<DynamicState, bool>,
}
impl GraphicsPipeline {
/// Starts the building process of a graphics pipeline. Returns a builder object that you can
/// fill with the various parameters.
#[inline]
pub fn start() -> GraphicsPipelineBuilder<
'static,
'static,
'static,
'static,
'static,
VertexInputState,
(),
(),
(),
(),
(),
> {
GraphicsPipelineBuilder::new()
}
/// Returns the device used to create this pipeline.
#[inline]
pub fn device(&self) -> &Arc<Device> {
&self.device
}
/// Returns the render pass this graphics pipeline is rendering to.
#[inline]
pub fn render_pass(&self) -> &PipelineRenderPassType {
&self.render_pass
}
/// Returns information about a particular shader.
///
/// `None` is returned if the pipeline does not contain this shader.
///
/// Compatibility note: `()` is temporary, it will be replaced with something else in the
/// future.
// TODO: ^ implement and make this public
#[inline]
pub(crate) fn shader(&self, stage: ShaderStage) -> Option<()> {
self.shaders.get(&stage).copied()
}
/// Returns the vertex input state used to create this pipeline.
#[inline]
pub fn vertex_input_state(&self) -> &VertexInputState {
&self.vertex_input_state
}
/// Returns the input assembly state used to create this pipeline.
#[inline]
pub fn input_assembly_state(&self) -> &InputAssemblyState {
&self.input_assembly_state
}
/// Returns the tessellation state used to create this pipeline.
#[inline]
pub fn tessellation_state(&self) -> Option<&TessellationState> {
self.tessellation_state.as_ref()
}
/// Returns the viewport state used to create this pipeline.
#[inline]
pub fn viewport_state(&self) -> Option<&ViewportState> {
self.viewport_state.as_ref()
}
/// Returns the discard rectangle state used to create this pipeline.
#[inline]
pub fn discard_rectangle_state(&self) -> Option<&DiscardRectangleState> {
self.discard_rectangle_state.as_ref()
}
/// Returns the rasterization state used to create this pipeline.
#[inline]
pub fn rasterization_state(&self) -> &RasterizationState {
&self.rasterization_state
}
/// Returns the multisample state used to create this pipeline.
#[inline]
pub fn multisample_state(&self) -> Option<&MultisampleState> {
self.multisample_state.as_ref()
}
/// Returns the depth/stencil state used to create this pipeline.
#[inline]
pub fn depth_stencil_state(&self) -> Option<&DepthStencilState> {
self.depth_stencil_state.as_ref()
}
/// Returns the color blend state used to create this pipeline.
#[inline]
pub fn color_blend_state(&self) -> Option<&ColorBlendState> {
self.color_blend_state.as_ref()
}
/// Returns whether a particular state is must be dynamically set.
///
/// `None` is returned if the pipeline does not contain this state. Previously set dynamic
/// state is not disturbed when binding it.
#[inline]
pub fn dynamic_state(&self, state: DynamicState) -> Option<bool> {
self.dynamic_state.get(&state).copied()
}
/// Returns all potentially dynamic states in the pipeline, and whether they are dynamic or not.
#[inline]
pub fn dynamic_states(&self) -> impl ExactSizeIterator<Item = (DynamicState, bool)> + '_ {
self.dynamic_state.iter().map(|(k, v)| (*k, *v))
}
/// If the pipeline has a fragment shader, returns the fragment tests stages used.
#[inline]
pub fn fragment_tests_stages(&self) -> Option<FragmentTestsStages> {
self.fragment_tests_stages
}
}
impl Pipeline for GraphicsPipeline {
#[inline]
fn bind_point(&self) -> PipelineBindPoint {
PipelineBindPoint::Graphics
}
#[inline]
fn layout(&self) -> &Arc<PipelineLayout> {
&self.layout
}
#[inline]
fn num_used_descriptor_sets(&self) -> u32 {
self.num_used_descriptor_sets
}
#[inline]
fn descriptor_binding_requirements(
&self,
) -> &HashMap<(u32, u32), DescriptorBindingRequirements> {
&self.descriptor_binding_requirements
}
}
unsafe impl DeviceOwned for GraphicsPipeline {
#[inline]
fn device(&self) -> &Arc<Device> {
&self.device
}
}
impl Debug for GraphicsPipeline {
fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), FmtError> {
write!(f, "<Vulkan graphics pipeline {:?}>", self.handle)
}
}
unsafe impl VulkanObject for GraphicsPipeline {
type Handle = ash::vk::Pipeline;
#[inline]
fn handle(&self) -> Self::Handle {
self.handle
}
}
impl Drop for GraphicsPipeline {
#[inline]
fn drop(&mut self) {
unsafe {
let fns = self.device.fns();
(fns.v1_0.destroy_pipeline)(self.device.handle(), self.handle, ptr::null());
}
}
}
impl_id_counter!(GraphicsPipeline);