1 /*
2 * Copyright (C) 2023 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "node_context_pso_manager.h"
17
18 #include <cstdint>
19
20 #include <base/containers/vector.h>
21 #include <render/namespace.h>
22 #include <render/nodecontext/intf_node_context_pso_manager.h>
23
24 #include "device/device.h"
25 #include "device/gpu_program.h"
26 #include "device/gpu_program_util.h"
27 #include "device/gpu_resource_handle_util.h"
28 #include "device/gpu_resource_manager.h"
29 #include "device/pipeline_state_object.h"
30 #include "device/shader_manager.h"
31 #include "util/log.h"
32
33 template<>
hash(const RENDER_NS::ShaderSpecializationConstantDataView & specialization)34 uint64_t BASE_NS::hash(const RENDER_NS::ShaderSpecializationConstantDataView& specialization)
35 {
36 uint64_t seed = BASE_NS::CompileTime::FNV_OFFSET_BASIS;
37 if ((!specialization.data.empty()) && (!specialization.constants.empty())) {
38 const size_t minSize = BASE_NS::Math::min(specialization.constants.size(), specialization.data.size());
39 for (size_t idx = 0; idx < minSize; ++idx) {
40 const auto& currConstant = specialization.constants[idx];
41 uint64_t v = 0;
42 const auto constantSize = RENDER_NS::GpuProgramUtil::SpecializationByteSize(currConstant.type);
43 if ((currConstant.offset + constantSize) <= specialization.data.size_bytes()) {
44 uint8_t const* data = (uint8_t const*)specialization.data.data() + currConstant.offset;
45 size_t const bytes = sizeof(v) < constantSize ? sizeof(v) : constantSize;
46 seed = BASE_NS::FNV1aHash(data, bytes, seed);
47 }
48 #if (RENDER_VALIDATION_ENABLED == 1)
49 else {
50 PLUGIN_LOG_E("RENDER_VALIDATION: shader specialization issue with constant and data size mismatch");
51 }
52 #endif
53 }
54 }
55 return seed;
56 }
57
58 using namespace BASE_NS;
59
60 RENDER_BEGIN_NAMESPACE()
61 namespace {
HashComputeShader(const RenderHandle shaderHandle,const ShaderSpecializationConstantDataView & shaderSpecialization)62 uint64_t HashComputeShader(
63 const RenderHandle shaderHandle, const ShaderSpecializationConstantDataView& shaderSpecialization)
64 {
65 return Hash(shaderHandle.id, shaderSpecialization);
66 }
67
HashGraphicsShader(const RenderHandle shaderHandle,const RenderHandle graphicsStateHandle,const DynamicStateFlags dynamicStateFlags,const ShaderSpecializationConstantDataView & shaderSpecialization,const uint64_t customGraphicsStateHash)68 uint64_t HashGraphicsShader(const RenderHandle shaderHandle, const RenderHandle graphicsStateHandle,
69 const DynamicStateFlags dynamicStateFlags, const ShaderSpecializationConstantDataView& shaderSpecialization,
70 const uint64_t customGraphicsStateHash)
71 {
72 return Hash(
73 shaderHandle.id, graphicsStateHandle.id, dynamicStateFlags, shaderSpecialization, customGraphicsStateHash);
74 }
75
76 #if (RENDER_VALIDATION_ENABLED == 1)
validateSSO(ShaderManager & shaderMgr,const RenderHandle shaderHandle,const VertexInputDeclarationDataWrapper & vidw)77 void validateSSO(
78 ShaderManager& shaderMgr, const RenderHandle shaderHandle, const VertexInputDeclarationDataWrapper& vidw)
79 {
80 const GpuShaderProgram* gsp = shaderMgr.GetGpuShaderProgram(shaderHandle);
81 if (gsp) {
82 const auto& reflection = gsp->GetReflection();
83 const bool hasBindings = (reflection.vertexInputDeclarationView.bindingDescriptions.size() > 0);
84 const bool vidHasBindings = (vidw.bindingDescriptions.size() > 0);
85 if (hasBindings != vidHasBindings) {
86 PLUGIN_LOG_E(
87 "RENDER_VALIDATION: vertex input declaration pso (bindings: %u) mismatch with shader reflection "
88 "(bindings: %u)",
89 static_cast<uint32_t>(vidw.bindingDescriptions.size()),
90 static_cast<uint32_t>(reflection.vertexInputDeclarationView.bindingDescriptions.size()));
91 }
92 }
93 }
94 #endif
95 } // namespace
96
NodeContextPsoManager(Device & device,ShaderManager & shaderManager)97 NodeContextPsoManager::NodeContextPsoManager(Device& device, ShaderManager& shaderManager)
98 : device_ { device }, shaderMgr_ { shaderManager }
99 {}
100
GetComputePsoHandle(const RenderHandle shaderHandle,const PipelineLayout & pipelineLayout,const ShaderSpecializationConstantDataView & shaderSpecialization)101 RenderHandle NodeContextPsoManager::GetComputePsoHandle(const RenderHandle shaderHandle,
102 const PipelineLayout& pipelineLayout, const ShaderSpecializationConstantDataView& shaderSpecialization)
103 {
104 // if not matching pso -> deferred creation in render backend
105 RenderHandle psoHandle;
106
107 auto& cache = computePipelineStateCache_;
108
109 const uint64_t hash = HashComputeShader(shaderHandle, shaderSpecialization);
110 const auto iter = cache.hashToHandle.find(hash);
111 const bool needsNewPso = (iter == cache.hashToHandle.cend());
112 if (needsNewPso) {
113 PLUGIN_ASSERT(cache.psoCreationData.size() == cache.pipelineStateObjects.size());
114
115 // reserve slot for new pso
116 const uint32_t index = static_cast<uint32_t>(cache.psoCreationData.size());
117 cache.pipelineStateObjects.emplace_back(nullptr);
118 // add pipeline layout descriptor set mask to pso handle for fast evaluation
119 uint32_t descriptorSetBitmask = 0;
120 for (uint32_t idx = 0; idx < PipelineLayoutConstants::MAX_DESCRIPTOR_SET_COUNT; ++idx) {
121 if (pipelineLayout.descriptorSetLayouts[idx].set != PipelineLayoutConstants::INVALID_INDEX) {
122 descriptorSetBitmask |= (1 << idx);
123 }
124 }
125 psoHandle = RenderHandleUtil::CreateHandle(RenderHandleType::COMPUTE_PSO, index, 0, descriptorSetBitmask);
126 cache.hashToHandle[hash] = psoHandle;
127
128 #if (RENDER_VALIDATION_ENABLED == 1)
129 cache.handleToPipelineLayout[psoHandle] = pipelineLayout;
130 #endif
131
132 // store needed data for render backend pso creation
133 ShaderSpecializationConstantDataWrapper ssw {
134 vector<ShaderSpecialization::Constant>(
135 shaderSpecialization.constants.begin(), shaderSpecialization.constants.end()),
136 vector<uint32_t>(shaderSpecialization.data.begin(), shaderSpecialization.data.end()),
137 };
138 cache.psoCreationData.push_back({ shaderHandle, pipelineLayout, move(ssw) });
139 } else {
140 psoHandle = iter->second;
141 }
142
143 return psoHandle;
144 }
145
GetComputePsoHandle(const RenderHandle shaderHandle,const RenderHandle pipelineLayoutHandle,const ShaderSpecializationConstantDataView & shaderSpecialization)146 RenderHandle NodeContextPsoManager::GetComputePsoHandle(const RenderHandle shaderHandle,
147 const RenderHandle pipelineLayoutHandle, const ShaderSpecializationConstantDataView& shaderSpecialization)
148 {
149 RenderHandle psoHandle;
150 if (RenderHandleUtil::GetHandleType(pipelineLayoutHandle) == RenderHandleType::PIPELINE_LAYOUT) {
151 const PipelineLayout& pl = shaderMgr_.GetPipelineLayoutRef(pipelineLayoutHandle);
152 psoHandle = GetComputePsoHandle(shaderHandle, pl, shaderSpecialization);
153 } else {
154 PLUGIN_LOG_E("NodeContextPsoManager: invalid pipeline layout handle given to GetComputePsoHandle()");
155 }
156 return psoHandle;
157 }
158
GetGraphicsPsoHandleImpl(const RenderHandle shader,const RenderHandle graphicsState,const PipelineLayout & pipelineLayout,const VertexInputDeclarationView & vertexInputDeclarationView,const ShaderSpecializationConstantDataView & shaderSpecialization,const DynamicStateFlags dynamicStateFlags,const GraphicsState * customGraphicsState)159 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandleImpl(const RenderHandle shader,
160 const RenderHandle graphicsState, const PipelineLayout& pipelineLayout,
161 const VertexInputDeclarationView& vertexInputDeclarationView,
162 const ShaderSpecializationConstantDataView& shaderSpecialization, const DynamicStateFlags dynamicStateFlags,
163 const GraphicsState* customGraphicsState)
164 {
165 #if (RENDER_VALIDATION_ENABLED == 1)
166 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) {
167 PLUGIN_LOG_E("RENDER_VALIDATION: invalid shader handle given to graphics pso creation");
168 }
169 if (RenderHandleUtil::IsValid(graphicsState) &&
170 RenderHandleUtil::GetHandleType(graphicsState) != RenderHandleType::GRAPHICS_STATE) {
171 PLUGIN_LOG_E("RENDER_VALIDATION: invalid graphics state hadnle given to graphics pso creation");
172 }
173 #endif
174 // if not matching pso -> deferred creation in render backend
175 RenderHandle psoHandle;
176
177 auto& cache = graphicsPipelineStateCache_;
178 uint64_t cGfxHash = 0;
179 if ((!RenderHandleUtil::IsValid(graphicsState)) && customGraphicsState) {
180 cGfxHash = shaderMgr_.HashGraphicsState(*customGraphicsState);
181 }
182 const uint64_t hash = HashGraphicsShader(shader, graphicsState, dynamicStateFlags, shaderSpecialization, cGfxHash);
183 const auto iter = cache.hashToHandle.find(hash);
184 const bool needsNewPso = (iter == cache.hashToHandle.cend());
185 if (needsNewPso) {
186 const uint32_t index = static_cast<uint32_t>(cache.psoCreationData.size());
187 // add pipeline layout descriptor set mask to pso handle for fast evaluation
188 uint32_t descriptorSetBitmask = 0;
189 for (uint32_t idx = 0; idx < PipelineLayoutConstants::MAX_DESCRIPTOR_SET_COUNT; ++idx) {
190 if (pipelineLayout.descriptorSetLayouts[idx].set != PipelineLayoutConstants::INVALID_INDEX) {
191 descriptorSetBitmask |= (1 << idx);
192 }
193 }
194 psoHandle = RenderHandleUtil::CreateHandle(RenderHandleType::GRAPHICS_PSO, index, 0, descriptorSetBitmask);
195 cache.hashToHandle[hash] = psoHandle;
196
197 // store needed data for render backend pso creation
198 ShaderSpecializationConstantDataWrapper ssw {
199 { shaderSpecialization.constants.begin(), shaderSpecialization.constants.end() },
200 { shaderSpecialization.data.begin(), shaderSpecialization.data.end() },
201 };
202 VertexInputDeclarationDataWrapper vidw {
203 { vertexInputDeclarationView.bindingDescriptions.begin(),
204 vertexInputDeclarationView.bindingDescriptions.end() },
205 { vertexInputDeclarationView.attributeDescriptions.begin(),
206 vertexInputDeclarationView.attributeDescriptions.end() },
207 };
208 #if (RENDER_VALIDATION_ENABLED == 1)
209 validateSSO(shaderMgr_, shader, vidw);
210 cache.handleToPipelineLayout[psoHandle] = pipelineLayout;
211 #endif
212 // custom graphics state or null
213 unique_ptr<GraphicsState> customGraphicsStatePtr =
214 customGraphicsState ? make_unique<GraphicsState>(*customGraphicsState) : nullptr;
215 cache.psoCreationData.push_back({ shader, graphicsState, pipelineLayout, dynamicStateFlags, move(vidw),
216 move(ssw), move(customGraphicsStatePtr) });
217 } else {
218 psoHandle = iter->second;
219 }
220
221 return psoHandle;
222 }
223
GetGraphicsPsoHandle(const RenderHandle shaderHandle,const RenderHandle graphicsState,const RenderHandle pipelineLayoutHandle,const RenderHandle vertexInputDeclarationHandle,const ShaderSpecializationConstantDataView & shaderSpecialization,const DynamicStateFlags dynamicStateFlags)224 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const RenderHandle shaderHandle,
225 const RenderHandle graphicsState, const RenderHandle pipelineLayoutHandle,
226 const RenderHandle vertexInputDeclarationHandle, const ShaderSpecializationConstantDataView& shaderSpecialization,
227 const DynamicStateFlags dynamicStateFlags)
228 {
229 RenderHandle psoHandle;
230 const PipelineLayout& pl = shaderMgr_.GetPipelineLayout(pipelineLayoutHandle);
231 VertexInputDeclarationView vidView = shaderMgr_.GetVertexInputDeclarationView(vertexInputDeclarationHandle);
232 const RenderHandle gfxStateHandle =
233 (RenderHandleUtil::GetHandleType(graphicsState) == RenderHandleType::GRAPHICS_STATE)
234 ? graphicsState
235 : shaderMgr_.GetGraphicsStateHandleByShaderHandle(shaderHandle).GetHandle();
236 psoHandle = GetGraphicsPsoHandleImpl(
237 shaderHandle, gfxStateHandle, pl, vidView, shaderSpecialization, dynamicStateFlags, nullptr);
238 return psoHandle;
239 }
240
GetGraphicsPsoHandle(const RenderHandle shader,const RenderHandle graphicsState,const PipelineLayout & pipelineLayout,const VertexInputDeclarationView & vertexInputDeclarationView,const ShaderSpecializationConstantDataView & shaderSpecialization,const DynamicStateFlags dynamicStateFlags)241 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState,
242 const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
243 const ShaderSpecializationConstantDataView& shaderSpecialization, const DynamicStateFlags dynamicStateFlags)
244 {
245 return GetGraphicsPsoHandleImpl(shader, graphicsState, pipelineLayout, vertexInputDeclarationView,
246 shaderSpecialization, dynamicStateFlags, nullptr);
247 }
248
GetGraphicsPsoHandle(const RenderHandle shader,const GraphicsState & graphicsState,const PipelineLayout & pipelineLayout,const VertexInputDeclarationView & vertexInputDeclarationView,const ShaderSpecializationConstantDataView & shaderSpecialization,const DynamicStateFlags dynamicStateFlags)249 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState,
250 const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
251 const ShaderSpecializationConstantDataView& shaderSpecialization, const DynamicStateFlags dynamicStateFlags)
252 {
253 return GetGraphicsPsoHandleImpl(shader, RenderHandle {}, pipelineLayout, vertexInputDeclarationView,
254 shaderSpecialization, dynamicStateFlags, &graphicsState);
255 }
256
257 #if (RENDER_VALIDATION_ENABLED == 1)
GetComputePsoPipelineLayout(const RenderHandle handle) const258 const PipelineLayout& NodeContextPsoManager::GetComputePsoPipelineLayout(const RenderHandle handle) const
259 {
260 auto& handleToPl = computePipelineStateCache_.handleToPipelineLayout;
261 if (const auto iter = handleToPl.find(handle); iter != handleToPl.cend()) {
262 return iter->second;
263 } else {
264 static PipelineLayout pl;
265 return pl;
266 }
267 }
268 #endif
269
270 #if (RENDER_VALIDATION_ENABLED == 1)
GetGraphicsPsoPipelineLayout(const RenderHandle handle) const271 const PipelineLayout& NodeContextPsoManager::GetGraphicsPsoPipelineLayout(const RenderHandle handle) const
272 {
273 auto& handleToPl = graphicsPipelineStateCache_.handleToPipelineLayout;
274 if (const auto iter = handleToPl.find(handle); iter != handleToPl.cend()) {
275 return iter->second;
276 } else {
277 static PipelineLayout pl;
278 return pl;
279 }
280 }
281 #endif
282
GetComputePso(const RenderHandle handle,const LowLevelPipelineLayoutData * pipelineLayoutData)283 const ComputePipelineStateObject* NodeContextPsoManager::GetComputePso(
284 const RenderHandle handle, const LowLevelPipelineLayoutData* pipelineLayoutData)
285 {
286 PLUGIN_ASSERT(RenderHandleUtil::GetHandleType(handle) == RenderHandleType::COMPUTE_PSO);
287 const uint32_t index = RenderHandleUtil::GetIndexPart(handle);
288 PLUGIN_ASSERT_MSG(index < (uint32_t)computePipelineStateCache_.psoCreationData.size(),
289 "Check that IRenderNode::InitNode clears cached handles.");
290
291 auto& cache = computePipelineStateCache_;
292 if (cache.pipelineStateObjects[index] == nullptr) { // pso needs to be created
293 PLUGIN_ASSERT(index < static_cast<uint32_t>(cache.psoCreationData.size()));
294 const auto& psoDataRef = cache.psoCreationData[index];
295 const GpuComputeProgram* gcp = shaderMgr_.GetGpuComputeProgram(psoDataRef.shaderHandle);
296 PLUGIN_ASSERT(gcp);
297 if (gcp) {
298 const ShaderSpecializationConstantDataView sscdv {
299 psoDataRef.shaderSpecialization.constants,
300 psoDataRef.shaderSpecialization.data,
301 };
302 cache.pipelineStateObjects[index] =
303 device_.CreateComputePipelineStateObject(*gcp, psoDataRef.pipelineLayout, sscdv, pipelineLayoutData);
304 }
305 }
306 return cache.pipelineStateObjects[index].get();
307 }
308
GetGraphicsPso(const RenderHandle handle,const RenderPassDesc & renderPassDesc,const array_view<const RenderPassSubpassDesc> renderPassSubpassDescs,const uint32_t subpassIndex,const uint64_t psoStateHash,const LowLevelRenderPassData * renderPassData,const LowLevelPipelineLayoutData * pipelineLayoutData)309 const GraphicsPipelineStateObject* NodeContextPsoManager::GetGraphicsPso(const RenderHandle handle,
310 const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> renderPassSubpassDescs,
311 const uint32_t subpassIndex, const uint64_t psoStateHash, const LowLevelRenderPassData* renderPassData,
312 const LowLevelPipelineLayoutData* pipelineLayoutData)
313 {
314 PLUGIN_ASSERT(RenderHandleUtil::GetHandleType(handle) == RenderHandleType::GRAPHICS_PSO);
315 const uint32_t index = RenderHandleUtil::GetIndexPart(handle);
316 PLUGIN_ASSERT_MSG(index < (uint32_t)graphicsPipelineStateCache_.psoCreationData.size(),
317 "Check that IRenderNode::InitNode clears cached handles.");
318
319 auto& cache = graphicsPipelineStateCache_;
320 const uint64_t hash =
321 (device_.GetBackendType() == DeviceBackendType::VULKAN) ? Hash(handle.id, psoStateHash) : handle.id;
322 if (const auto iter = cache.pipelineStateObjects.find(hash); iter != cache.pipelineStateObjects.cend()) {
323 return iter->second.get();
324 } else {
325 PLUGIN_ASSERT(index < static_cast<uint32_t>(cache.psoCreationData.size()));
326 const auto& psoDataRef = cache.psoCreationData[index];
327 const GpuShaderProgram* gsp = shaderMgr_.GetGpuShaderProgram(psoDataRef.shaderHandle);
328 PLUGIN_ASSERT(gsp);
329 if (gsp) {
330 const GraphicsState* customGraphicsState = psoDataRef.customGraphicsState.get();
331 const GraphicsState& graphicsState = (customGraphicsState)
332 ? *customGraphicsState
333 : shaderMgr_.GetGraphicsStateRef(psoDataRef.graphicsStateHandle);
334 #if (RENDER_VALIDATION_ENABLED == 1)
335 if (graphicsState.colorBlendState.colorAttachmentCount !=
336 renderPassSubpassDescs[subpassIndex].colorAttachmentCount) {
337 PLUGIN_LOG_ONCE_I("node_context_pso_output_info",
338 "RENDER_VALIDATION: graphics state color attachment count (%u) does not match "
339 "render pass subpass color attachment count (%u). (Output not consumed info)",
340 graphicsState.colorBlendState.colorAttachmentCount,
341 renderPassSubpassDescs[subpassIndex].colorAttachmentCount);
342 }
343 #endif
344 const DynamicStateFlags combinedDynamicStateFlags =
345 (graphicsState.dynamicStateFlags | psoDataRef.dynamicStateFlags);
346
347 const auto& vertexInput = psoDataRef.vertexInputDeclaration;
348 const VertexInputDeclarationView vidv { vertexInput.bindingDescriptions,
349 vertexInput.attributeDescriptions };
350
351 const auto& shaderSpec = psoDataRef.shaderSpecialization;
352 const ShaderSpecializationConstantDataView sscdv { shaderSpec.constants, shaderSpec.data };
353
354 auto& newPsoRef = cache.pipelineStateObjects[hash];
355 newPsoRef = device_.CreateGraphicsPipelineStateObject(*gsp, graphicsState, psoDataRef.pipelineLayout, vidv,
356 sscdv, combinedDynamicStateFlags, renderPassDesc, renderPassSubpassDescs, subpassIndex, renderPassData,
357 pipelineLayoutData);
358 return newPsoRef.get();
359 }
360 }
361 return nullptr;
362 }
363 RENDER_END_NAMESPACE()
364