1 /*
2 * Copyright (c) 2022 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 <base/util/hash.h>
22 #include <render/namespace.h>
23 #include <render/nodecontext/intf_node_context_pso_manager.h>
24
25 #include "device/device.h"
26 #include "device/gpu_program.h"
27 #include "device/gpu_program_util.h"
28 #include "device/gpu_resource_handle_util.h"
29 #include "device/gpu_resource_manager.h"
30 #include "device/pipeline_state_object.h"
31 #include "device/shader_manager.h"
32 #include "util/log.h"
33
34 template<>
hash(const RENDER_NS::ShaderSpecializationConstantDataView & specialization)35 uint64_t BASE_NS::hash(const RENDER_NS::ShaderSpecializationConstantDataView& specialization)
36 {
37 uint64_t seed = BASE_NS::FNV_OFFSET_BASIS;
38 if ((!specialization.data.empty()) && (!specialization.constants.empty())) {
39 const size_t minSize = BASE_NS::Math::min(specialization.constants.size(), specialization.data.size());
40 for (size_t idx = 0; idx < minSize; ++idx) {
41 const auto& currConstant = specialization.constants[idx];
42 const auto constantSize = RENDER_NS::GpuProgramUtil::SpecializationByteSize(currConstant.type);
43 if ((currConstant.offset + constantSize) <= specialization.data.size_bytes()) {
44 const uint8_t* data = (const uint8_t*)specialization.data.data() + currConstant.offset;
45 const size_t bytes = sizeof(uint64_t) < constantSize ? sizeof(uint64_t) : constantSize;
46 HashCombine(seed, array_view(data, bytes));
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 array_view<const DynamicStateEnum> dynamicStates,const ShaderSpecializationConstantDataView & shaderSpecialization,const uint64_t customGraphicsStateHash)68 uint64_t HashGraphicsShader(const RenderHandle shaderHandle, const RenderHandle graphicsStateHandle,
69 const array_view<const DynamicStateEnum> dynamicStates,
70 const ShaderSpecializationConstantDataView& shaderSpecialization, const uint64_t customGraphicsStateHash)
71 {
72 uint64_t hash = 0;
73 for (const auto& ref : dynamicStates) {
74 HashCombine(hash, static_cast<uint64_t>(ref));
75 }
76 return Hash(hash, shaderHandle.id, graphicsStateHandle.id, shaderSpecialization, customGraphicsStateHash);
77 }
78
79 #if (RENDER_VALIDATION_ENABLED == 1)
validateSSO(ShaderManager & shaderMgr,const RenderHandle shaderHandle,const VertexInputDeclarationDataWrapper & vidw)80 void validateSSO(
81 ShaderManager& shaderMgr, const RenderHandle shaderHandle, const VertexInputDeclarationDataWrapper& vidw)
82 {
83 const GpuShaderProgram* gsp = shaderMgr.GetGpuShaderProgram(shaderHandle);
84 if (gsp) {
85 const auto& reflection = gsp->GetReflection();
86 const bool hasBindings = (reflection.vertexInputDeclarationView.bindingDescriptions.size() > 0);
87 const bool vidHasBindings = (vidw.bindingDescriptions.size() > 0);
88 if (hasBindings != vidHasBindings) {
89 PLUGIN_LOG_E(
90 "RENDER_VALIDATION: vertex input declaration pso (bindings: %u) mismatch with shader reflection "
91 "(bindings: %u)",
92 static_cast<uint32_t>(vidw.bindingDescriptions.size()),
93 static_cast<uint32_t>(reflection.vertexInputDeclarationView.bindingDescriptions.size()));
94 }
95 }
96 }
97 #endif
98 } // namespace
99
NodeContextPsoManager(Device & device,ShaderManager & shaderManager)100 NodeContextPsoManager::NodeContextPsoManager(Device& device, ShaderManager& shaderManager)
101 : device_ { device }, shaderMgr_ { shaderManager }
102 {}
103
BeginBackendFrame()104 void NodeContextPsoManager::BeginBackendFrame()
105 {
106 // destroy pending
107 const uint64_t frameCount = device_.GetFrameCount();
108 constexpr uint64_t additionalFrameCount { 2u };
109 const auto minAge = device_.GetCommandBufferingCount() + additionalFrameCount;
110 const auto ageLimit = (frameCount < minAge) ? 0 : (frameCount - minAge);
111 {
112 auto& gpCache = computePipelineStateCache_;
113 for (auto iter = gpCache.pendingPsoDestroys.begin(); iter != gpCache.pendingPsoDestroys.end();) {
114 if (iter->frameIndex < ageLimit) {
115 iter = gpCache.pendingPsoDestroys.erase(iter);
116 } else {
117 ++iter;
118 }
119 }
120 }
121 {
122 auto& gpCache = graphicsPipelineStateCache_;
123 for (auto iter = gpCache.pendingPsoDestroys.begin(); iter != gpCache.pendingPsoDestroys.end();) {
124 if (iter->frameIndex < ageLimit) {
125 iter = gpCache.pendingPsoDestroys.erase(iter);
126 } else {
127 ++iter;
128 }
129 }
130 }
131
132 ProcessReloadedShaders();
133 }
134
ProcessReloadedShaders()135 void NodeContextPsoManager::ProcessReloadedShaders()
136 {
137 const uint64_t frameCount = device_.GetFrameCount();
138 // check for shader manager reloaded shaders -> re-create psos
139 const uint64_t shaderMgrReloadShaderIndex = shaderMgr_.GetLastReloadedShaderFrameIndex();
140 if ((shaderMgrReloadShaderIndex > lastReloadedShadersFrameIndex_) || (lastReloadedShadersFrameIndex_ == 0)) {
141 const auto reloadedShaders = shaderMgr_.GetReloadedShadersForBackend();
142 for (const auto& shaderRef : reloadedShaders) {
143 if (shaderRef.frameIndex > lastReloadedShadersFrameIndex_) {
144 // find if using reloaded shader handles
145 {
146 auto& gpCache = computePipelineStateCache_;
147 for (size_t idx = 0U; idx < gpCache.psoCreationData.size(); ++idx) {
148 const auto& ref = gpCache.psoCreationData[idx];
149 for (const auto& refHandle : shaderRef.shadersForBackend) {
150 if (ref.shaderHandle.id == refHandle.id) {
151 // move pso and set as null
152 gpCache.pendingPsoDestroys.push_back(
153 { move(gpCache.pipelineStateObjects[idx]), frameCount });
154 gpCache.pipelineStateObjects[idx] = nullptr;
155 break;
156 }
157 }
158 }
159 }
160 {
161 auto& gpCache = graphicsPipelineStateCache_;
162 auto& pso = gpCache.pipelineStateObjects;
163 for (auto iter = pso.begin(); iter != pso.end();) {
164 bool erase = false;
165 for (const auto& refHandle : shaderRef.shadersForBackend) {
166 if (iter->second.shaderHandle.id == refHandle.id) {
167 erase = true;
168 break;
169 }
170 }
171 if (erase) {
172 // move pso and erase
173 gpCache.pendingPsoDestroys.push_back({ move(iter->second.pso), frameCount });
174 iter = pso.erase(iter);
175 } else {
176 ++iter;
177 }
178 }
179 }
180 }
181 }
182 }
183 // this frame has been processed
184 lastReloadedShadersFrameIndex_ = frameCount;
185 }
186
GetComputePsoHandle(const RenderHandle shaderHandle,const PipelineLayout & pipelineLayout,const ShaderSpecializationConstantDataView & shaderSpecialization)187 RenderHandle NodeContextPsoManager::GetComputePsoHandle(const RenderHandle shaderHandle,
188 const PipelineLayout& pipelineLayout, const ShaderSpecializationConstantDataView& shaderSpecialization)
189 {
190 if (RenderHandleUtil::GetHandleType(shaderHandle) != RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) {
191 #if (RENDER_VALIDATION_ENABLED == 1)
192 PLUGIN_LOG_E("RENDER_VALIDATION: invalid shader handle given to compute pso creation");
193 #endif
194 return {}; // early out
195 }
196 // if not matching pso -> deferred creation in render backend
197 RenderHandle psoHandle;
198
199 auto& cache = computePipelineStateCache_;
200
201 const uint64_t hash = HashComputeShader(shaderHandle, shaderSpecialization);
202 const auto iter = cache.hashToHandle.find(hash);
203 const bool needsNewPso = (iter == cache.hashToHandle.cend());
204 if (needsNewPso) {
205 PLUGIN_ASSERT(cache.psoCreationData.size() == cache.pipelineStateObjects.size());
206
207 // reserve slot for new pso
208 const auto index = static_cast<uint32_t>(cache.psoCreationData.size());
209 cache.pipelineStateObjects.emplace_back(nullptr);
210 // add pipeline layout descriptor set mask to pso handle for fast evaluation
211 uint32_t descriptorSetBitmask = 0;
212 for (uint32_t idx = 0; idx < PipelineLayoutConstants::MAX_DESCRIPTOR_SET_COUNT; ++idx) {
213 if (pipelineLayout.descriptorSetLayouts[idx].set != PipelineLayoutConstants::INVALID_INDEX) {
214 descriptorSetBitmask |= (1 << idx);
215 }
216 }
217 psoHandle = RenderHandleUtil::CreateHandle(RenderHandleType::COMPUTE_PSO, index, 0, descriptorSetBitmask);
218 cache.hashToHandle[hash] = psoHandle;
219
220 #if (RENDER_VALIDATION_ENABLED == 1)
221 cache.handleToPipelineLayout[psoHandle] = pipelineLayout;
222 #endif
223
224 // store needed data for render backend pso creation
225 ShaderSpecializationConstantDataWrapper ssw {
226 vector<ShaderSpecialization::Constant>(
227 shaderSpecialization.constants.begin(), shaderSpecialization.constants.end()),
228 vector<uint32_t>(shaderSpecialization.data.begin(), shaderSpecialization.data.end()),
229 };
230 cache.psoCreationData.push_back({ shaderHandle, pipelineLayout, move(ssw) });
231 } else {
232 psoHandle = iter->second;
233 }
234
235 return psoHandle;
236 }
237
GetComputePsoHandle(const RenderHandle shaderHandle,const RenderHandle pipelineLayoutHandle,const ShaderSpecializationConstantDataView & shaderSpecialization)238 RenderHandle NodeContextPsoManager::GetComputePsoHandle(const RenderHandle shaderHandle,
239 const RenderHandle pipelineLayoutHandle, const ShaderSpecializationConstantDataView& shaderSpecialization)
240 {
241 const PipelineLayout& pl = shaderMgr_.GetPipelineLayoutRef(pipelineLayoutHandle);
242 return GetComputePsoHandle(shaderHandle, pl, shaderSpecialization);
243 }
244
GetComputePsoHandle(const IShaderManager::ShaderData & shaderData,const ShaderSpecializationConstantDataView & shaderSpecialization)245 RenderHandle NodeContextPsoManager::GetComputePsoHandle(
246 const IShaderManager::ShaderData& shaderData, const ShaderSpecializationConstantDataView& shaderSpecialization)
247 {
248 return GetComputePsoHandle(shaderData.shader, shaderData.pipelineLayoutData, shaderSpecialization);
249 }
250
GetGraphicsPsoHandleImpl(const RenderHandle shader,const RenderHandle graphicsState,const PipelineLayout & pipelineLayout,const VertexInputDeclarationView & vertexInputDeclarationView,const ShaderSpecializationConstantDataView & shaderSpecialization,const array_view<const DynamicStateEnum> dynamicStates,const GraphicsState * customGraphicsState)251 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandleImpl(const RenderHandle shader,
252 const RenderHandle graphicsState, const PipelineLayout& pipelineLayout,
253 const VertexInputDeclarationView& vertexInputDeclarationView,
254 const ShaderSpecializationConstantDataView& shaderSpecialization,
255 const array_view<const DynamicStateEnum> dynamicStates, const GraphicsState* customGraphicsState)
256 {
257 #if (RENDER_VALIDATION_ENABLED == 1)
258 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) {
259 PLUGIN_LOG_E("RENDER_VALIDATION: invalid shader handle given to graphics pso creation");
260 }
261 if (RenderHandleUtil::IsValid(graphicsState) &&
262 RenderHandleUtil::GetHandleType(graphicsState) != RenderHandleType::GRAPHICS_STATE) {
263 PLUGIN_LOG_E("RENDER_VALIDATION: invalid graphics state handle given to graphics pso creation");
264 }
265 #endif
266 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) {
267 return {}; // early out
268 }
269 // if not matching pso -> deferred creation in render backend
270 RenderHandle psoHandle;
271
272 auto& cache = graphicsPipelineStateCache_;
273 uint64_t cGfxHash = 0;
274 if ((!RenderHandleUtil::IsValid(graphicsState)) && customGraphicsState) {
275 cGfxHash = shaderMgr_.HashGraphicsState(*customGraphicsState);
276 }
277 const uint64_t hash = HashGraphicsShader(shader, graphicsState, dynamicStates, shaderSpecialization, cGfxHash);
278 const auto iter = cache.hashToHandle.find(hash);
279 const bool needsNewPso = (iter == cache.hashToHandle.cend());
280 if (needsNewPso) {
281 const auto index = static_cast<uint32_t>(cache.psoCreationData.size());
282 // add pipeline layout descriptor set mask to pso handle for fast evaluation
283 uint32_t descriptorSetBitmask = 0;
284 for (uint32_t idx = 0; idx < PipelineLayoutConstants::MAX_DESCRIPTOR_SET_COUNT; ++idx) {
285 if (pipelineLayout.descriptorSetLayouts[idx].set != PipelineLayoutConstants::INVALID_INDEX) {
286 descriptorSetBitmask |= (1 << idx);
287 }
288 }
289 psoHandle = RenderHandleUtil::CreateHandle(RenderHandleType::GRAPHICS_PSO, index, 0, descriptorSetBitmask);
290 cache.hashToHandle[hash] = psoHandle;
291
292 // store needed data for render backend pso creation
293 ShaderSpecializationConstantDataWrapper ssw {
294 { shaderSpecialization.constants.begin(), shaderSpecialization.constants.end() },
295 { shaderSpecialization.data.begin(), shaderSpecialization.data.end() },
296 };
297 VertexInputDeclarationDataWrapper vidw {
298 { vertexInputDeclarationView.bindingDescriptions.begin(),
299 vertexInputDeclarationView.bindingDescriptions.end() },
300 { vertexInputDeclarationView.attributeDescriptions.begin(),
301 vertexInputDeclarationView.attributeDescriptions.end() },
302 };
303 #if (RENDER_VALIDATION_ENABLED == 1)
304 validateSSO(shaderMgr_, shader, vidw);
305 cache.handleToPipelineLayout[psoHandle] = pipelineLayout;
306 #endif
307 // custom graphics state or null
308 unique_ptr<GraphicsState> customGraphicsStatePtr =
309 customGraphicsState ? make_unique<GraphicsState>(*customGraphicsState) : nullptr;
310 GraphicsPipelineStateCreationData psoCreationData;
311 psoCreationData.shaderHandle = shader;
312 psoCreationData.graphicsStateHandle = graphicsState;
313 psoCreationData.pipelineLayout = pipelineLayout;
314 psoCreationData.vertexInputDeclaration = move(vidw);
315 psoCreationData.shaderSpecialization = move(ssw);
316 psoCreationData.customGraphicsState = move(customGraphicsStatePtr);
317 psoCreationData.dynamicStates = { dynamicStates.cbegin(), dynamicStates.cend() };
318 cache.psoCreationData.push_back(move(psoCreationData));
319 } else {
320 psoHandle = iter->second;
321 }
322
323 return psoHandle;
324 }
325
GetGraphicsPsoHandle(const RenderHandle shaderHandle,const RenderHandle graphicsState,const RenderHandle pipelineLayoutHandle,const RenderHandle vertexInputDeclarationHandle,const ShaderSpecializationConstantDataView & shaderSpecialization,const array_view<const DynamicStateEnum> dynamicStates)326 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const RenderHandle shaderHandle,
327 const RenderHandle graphicsState, const RenderHandle pipelineLayoutHandle,
328 const RenderHandle vertexInputDeclarationHandle, const ShaderSpecializationConstantDataView& shaderSpecialization,
329 const array_view<const DynamicStateEnum> dynamicStates)
330 {
331 RenderHandle psoHandle;
332 const PipelineLayout& pl = shaderMgr_.GetPipelineLayout(pipelineLayoutHandle);
333 VertexInputDeclarationView vidView = shaderMgr_.GetVertexInputDeclarationView(vertexInputDeclarationHandle);
334 const RenderHandle gfxStateHandle =
335 (RenderHandleUtil::GetHandleType(graphicsState) == RenderHandleType::GRAPHICS_STATE)
336 ? graphicsState
337 : shaderMgr_.GetGraphicsStateHandleByShaderHandle(shaderHandle).GetHandle();
338 psoHandle = GetGraphicsPsoHandleImpl(
339 shaderHandle, gfxStateHandle, pl, vidView, shaderSpecialization, dynamicStates, nullptr);
340 return psoHandle;
341 }
342
GetGraphicsPsoHandle(const RenderHandle shader,const RenderHandle graphicsState,const PipelineLayout & pipelineLayout,const VertexInputDeclarationView & vertexInputDeclarationView,const ShaderSpecializationConstantDataView & shaderSpecialization,const array_view<const DynamicStateEnum> dynamicStates)343 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState,
344 const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
345 const ShaderSpecializationConstantDataView& shaderSpecialization,
346 const array_view<const DynamicStateEnum> dynamicStates)
347 {
348 return GetGraphicsPsoHandleImpl(shader, graphicsState, pipelineLayout, vertexInputDeclarationView,
349 shaderSpecialization, dynamicStates, nullptr);
350 }
351
GetGraphicsPsoHandle(const RenderHandle shader,const GraphicsState & graphicsState,const PipelineLayout & pipelineLayout,const VertexInputDeclarationView & vertexInputDeclarationView,const ShaderSpecializationConstantDataView & shaderSpecialization,const array_view<const DynamicStateEnum> dynamicStates)352 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState,
353 const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
354 const ShaderSpecializationConstantDataView& shaderSpecialization,
355 const array_view<const DynamicStateEnum> dynamicStates)
356 {
357 return GetGraphicsPsoHandleImpl(shader, RenderHandle {}, pipelineLayout, vertexInputDeclarationView,
358 shaderSpecialization, dynamicStates, &graphicsState);
359 }
360
GetGraphicsPsoHandle(const IShaderManager::GraphicsShaderData & shaderData,const ShaderSpecializationConstantDataView & shaderSpecialization,const BASE_NS::array_view<const DynamicStateEnum> dynamicStates)361 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandle(const IShaderManager::GraphicsShaderData& shaderData,
362 const ShaderSpecializationConstantDataView& shaderSpecialization,
363 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates)
364 {
365 const VertexInputDeclarationView vidv = shaderMgr_.GetVertexInputDeclarationView(shaderData.vertexInputDeclaration);
366 return GetGraphicsPsoHandleImpl(shaderData.shader, shaderData.graphicsState, shaderData.pipelineLayoutData, vidv,
367 shaderSpecialization, dynamicStates, nullptr);
368 }
369
370 #if (RENDER_VALIDATION_ENABLED == 1)
GetComputePsoPipelineLayout(const RenderHandle handle) const371 const PipelineLayout& NodeContextPsoManager::GetComputePsoPipelineLayout(const RenderHandle handle) const
372 {
373 auto& handleToPl = computePipelineStateCache_.handleToPipelineLayout;
374 if (const auto iter = handleToPl.find(handle); iter != handleToPl.cend()) {
375 return iter->second;
376 } else {
377 static PipelineLayout pl;
378 return pl;
379 }
380 }
381 #endif
382
383 #if (RENDER_VALIDATION_ENABLED == 1)
GetGraphicsPsoPipelineLayout(const RenderHandle handle) const384 const PipelineLayout& NodeContextPsoManager::GetGraphicsPsoPipelineLayout(const RenderHandle handle) const
385 {
386 auto& handleToPl = graphicsPipelineStateCache_.handleToPipelineLayout;
387 if (const auto iter = handleToPl.find(handle); iter != handleToPl.cend()) {
388 return iter->second;
389 } else {
390 static PipelineLayout pl;
391 return pl;
392 }
393 }
394 #endif
395
GetComputePso(const RenderHandle handle,const LowLevelPipelineLayoutData * pipelineLayoutData)396 const ComputePipelineStateObject* NodeContextPsoManager::GetComputePso(
397 const RenderHandle handle, const LowLevelPipelineLayoutData* pipelineLayoutData)
398 {
399 PLUGIN_ASSERT(RenderHandleUtil::GetHandleType(handle) == RenderHandleType::COMPUTE_PSO);
400 const uint32_t index = RenderHandleUtil::GetIndexPart(handle);
401 PLUGIN_ASSERT_MSG(index < (uint32_t)computePipelineStateCache_.psoCreationData.size(),
402 "Check that IRenderNode::InitNode clears cached handles.");
403
404 auto& cache = computePipelineStateCache_;
405 if (cache.pipelineStateObjects[index] == nullptr) { // pso needs to be created
406 PLUGIN_ASSERT(index < static_cast<uint32_t>(cache.psoCreationData.size()));
407 const auto& psoDataRef = cache.psoCreationData[index];
408 if (const GpuComputeProgram* gcp = shaderMgr_.GetGpuComputeProgram(psoDataRef.shaderHandle); gcp) {
409 const ShaderSpecializationConstantDataView sscdv {
410 psoDataRef.shaderSpecialization.constants,
411 psoDataRef.shaderSpecialization.data,
412 };
413 cache.pipelineStateObjects[index] =
414 device_.CreateComputePipelineStateObject(*gcp, psoDataRef.pipelineLayout, sscdv, pipelineLayoutData);
415 }
416 }
417 return cache.pipelineStateObjects[index].get();
418 }
419
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)420 const GraphicsPipelineStateObject* NodeContextPsoManager::GetGraphicsPso(const RenderHandle handle,
421 const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> renderPassSubpassDescs,
422 const uint32_t subpassIndex, const uint64_t psoStateHash, const LowLevelRenderPassData* renderPassData,
423 const LowLevelPipelineLayoutData* pipelineLayoutData)
424 {
425 PLUGIN_ASSERT(RenderHandleUtil::GetHandleType(handle) == RenderHandleType::GRAPHICS_PSO);
426 const uint32_t index = RenderHandleUtil::GetIndexPart(handle);
427 PLUGIN_ASSERT_MSG(index < (uint32_t)graphicsPipelineStateCache_.psoCreationData.size(),
428 "Check that IRenderNode::InitNode clears cached handles.");
429
430 auto& cache = graphicsPipelineStateCache_;
431 const uint64_t hash =
432 (device_.GetBackendType() == DeviceBackendType::VULKAN) ? Hash(handle.id, psoStateHash) : handle.id;
433 if (const auto iter = cache.pipelineStateObjects.find(hash); iter != cache.pipelineStateObjects.cend()) {
434 return iter->second.pso.get();
435 } else {
436 PLUGIN_ASSERT(index < static_cast<uint32_t>(cache.psoCreationData.size()));
437 const auto& psoDataRef = cache.psoCreationData[index];
438 if (const GpuShaderProgram* gsp = shaderMgr_.GetGpuShaderProgram(psoDataRef.shaderHandle); gsp) {
439 const GraphicsState* customGraphicsState = psoDataRef.customGraphicsState.get();
440 const GraphicsState& graphicsState = (customGraphicsState)
441 ? *customGraphicsState
442 : shaderMgr_.GetGraphicsStateRef(psoDataRef.graphicsStateHandle);
443 #if (RENDER_VALIDATION_ENABLED == 1)
444 if (subpassIndex >= renderPassSubpassDescs.size()) {
445 PLUGIN_LOG_ONCE_I("node_context_pso_subpass_index",
446 "RENDER_VALIDATION: subpassIndex (%u) out-of-bounds (%zu)", subpassIndex,
447 renderPassSubpassDescs.size());
448 } else if (graphicsState.colorBlendState.colorAttachmentCount !=
449 renderPassSubpassDescs[subpassIndex].colorAttachmentCount) {
450 PLUGIN_LOG_ONCE_I("node_context_pso_output_info",
451 "RENDER_VALIDATION: graphics state color attachment count (%u) does not match "
452 "render pass subpass color attachment count (%u). (Output not consumed info)",
453 graphicsState.colorBlendState.colorAttachmentCount,
454 renderPassSubpassDescs[subpassIndex].colorAttachmentCount);
455 }
456 #endif
457 const auto& vertexInput = psoDataRef.vertexInputDeclaration;
458 const VertexInputDeclarationView vidv { vertexInput.bindingDescriptions,
459 vertexInput.attributeDescriptions };
460
461 const auto& shaderSpec = psoDataRef.shaderSpecialization;
462 const ShaderSpecializationConstantDataView sscdv { shaderSpec.constants, shaderSpec.data };
463
464 auto& newPsoRef = cache.pipelineStateObjects[hash];
465 newPsoRef.shaderHandle = psoDataRef.shaderHandle;
466 newPsoRef.pso = device_.CreateGraphicsPipelineStateObject(*gsp, graphicsState, psoDataRef.pipelineLayout,
467 vidv, sscdv, psoDataRef.dynamicStates, renderPassDesc, renderPassSubpassDescs, subpassIndex,
468 renderPassData, pipelineLayoutData);
469 return newPsoRef.pso.get();
470 }
471 }
472 return nullptr;
473 }
474 RENDER_END_NAMESPACE()
475