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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 #ifndef RENDER_NODECONTEXT_NODE_CONTEXT_PSO_MANAGER_H
17 #define RENDER_NODECONTEXT_NODE_CONTEXT_PSO_MANAGER_H
18 
19 #include <cstddef>
20 #include <cstdint>
21 
22 #include <base/containers/unique_ptr.h>
23 #include <base/containers/unordered_map.h>
24 #include <base/containers/vector.h>
25 #include <render/namespace.h>
26 #include <render/nodecontext/intf_node_context_pso_manager.h>
27 #include <render/render_data_structures.h>
28 #include <render/resource_handle.h>
29 
30 #include "device/gpu_resource_handle_util.h"
31 #include "device/pipeline_state_object.h"
32 
33 RENDER_BEGIN_NAMESPACE()
34 class Device;
35 class ShaderManager;
36 struct PipelineLayout;
37 struct ViewportDesc;
38 struct ScissorDesc;
39 struct LowLevelRenderPassData;
40 struct LowLevelPipelineLayoutData;
41 
42 struct ShaderSpecializationConstantDataWrapper {
43     BASE_NS::vector<ShaderSpecialization::Constant> constants;
44     BASE_NS::vector<uint32_t> data;
45 };
46 struct VertexInputDeclarationDataWrapper {
47     BASE_NS::vector<VertexInputDeclaration::VertexInputBindingDescription> bindingDescriptions;
48     BASE_NS::vector<VertexInputDeclaration::VertexInputAttributeDescription> attributeDescriptions;
49 };
50 
51 /**
52 NodeContextPsoManager implementation.
53 */
54 class NodeContextPsoManager final : public INodeContextPsoManager {
55 public:
56     NodeContextPsoManager(Device& device, ShaderManager& shaderManager);
57     ~NodeContextPsoManager() = default;
58 
59     void BeginBackendFrame();
60 
61     RenderHandle GetComputePsoHandle(const RenderHandle shader, const RenderHandle pipelineLayout,
62         const ShaderSpecializationConstantDataView& shaderSpecialization) override;
63     RenderHandle GetComputePsoHandle(const RenderHandle shader, const PipelineLayout& pipelineLayout,
64         const ShaderSpecializationConstantDataView& shaderSpecialization) override;
65     RenderHandle GetComputePsoHandle(const IShaderManager::ShaderData& shaderData,
66         const ShaderSpecializationConstantDataView& shaderSpecialization) override;
67 
68     RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState,
69         const RenderHandle pipelineLayout, const RenderHandle vertexInputDeclaration,
70         const ShaderSpecializationConstantDataView& shaderSpecialization,
71         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
72     RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState,
73         const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
74         const ShaderSpecializationConstantDataView& shaderSpecialization,
75         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
76     RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState,
77         const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
78         const ShaderSpecializationConstantDataView& shaderSpecialization,
79         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
80     RenderHandle GetGraphicsPsoHandle(const IShaderManager::GraphicsShaderData& shaderData,
81         const ShaderSpecializationConstantDataView& shaderSpecialization,
82         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
83 
84     const ComputePipelineStateObject* GetComputePso(
85         const RenderHandle handle, const LowLevelPipelineLayoutData* pipelineLayoutData);
86     // with GL(ES) psoStateHash is 0 and renderPassData, and pipelineLayoutData are nullptr
87     // with vulkan psoStateHash has renderpass compatibility hash and additional descriptor set hash
88     const GraphicsPipelineStateObject* GetGraphicsPso(const RenderHandle handle, const RenderPassDesc& renderPassDesc,
89         const BASE_NS::array_view<const RenderPassSubpassDesc> renderPassSubpassDescs, const uint32_t subpassIndex,
90         const uint64_t psoStateHash, const LowLevelRenderPassData* renderPassData,
91         const LowLevelPipelineLayoutData* pipelineLayoutData);
92 
93     // only used for validation (just copy pipeline layout)
94 #if (RENDER_VALIDATION_ENABLED == 1)
95     const PipelineLayout& GetComputePsoPipelineLayout(const RenderHandle handle) const;
96     const PipelineLayout& GetGraphicsPsoPipelineLayout(const RenderHandle handle) const;
97 #endif
98 
99 private:
100     Device& device_;
101     ShaderManager& shaderMgr_;
102 
103     // graphics state handle should be invalid if custom graphics state is given
104     RenderHandle GetGraphicsPsoHandleImpl(const RenderHandle shaderHandle, const RenderHandle graphicsStateHandle,
105         const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
106         const ShaderSpecializationConstantDataView& shaderSpecialization,
107         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const GraphicsState* graphicsState);
108     void ProcessReloadedShaders();
109 
110     struct ComputePipelineStateCreationData {
111         RenderHandle shaderHandle;
112         PipelineLayout pipelineLayout;
113         ShaderSpecializationConstantDataWrapper shaderSpecialization;
114     };
115     struct ComputePipelineStateCache {
116         BASE_NS::vector<ComputePipelineStateCreationData> psoCreationData;
117         BASE_NS::vector<BASE_NS::unique_ptr<ComputePipelineStateObject>> pipelineStateObjects;
118         // hash (shader hash), resource handle
119         BASE_NS::unordered_map<uint64_t, RenderHandle> hashToHandle;
120 
121         struct DestroyData {
122             BASE_NS::unique_ptr<ComputePipelineStateObject> pso;
123             uint64_t frameIndex { 0 };
124         };
125         BASE_NS::vector<DestroyData> pendingPsoDestroys;
126 
127 #if (RENDER_VALIDATION_ENABLED == 1)
128         BASE_NS::unordered_map<RenderHandle, PipelineLayout> handleToPipelineLayout;
129 #endif
130     };
131     ComputePipelineStateCache computePipelineStateCache_;
132 
133     struct GraphicsPipelineStateCreationData {
134         RenderHandle shaderHandle;
135         RenderHandle graphicsStateHandle;
136         PipelineLayout pipelineLayout;
137 
138         VertexInputDeclarationDataWrapper vertexInputDeclaration;
139         ShaderSpecializationConstantDataWrapper shaderSpecialization;
140         BASE_NS::unique_ptr<GraphicsState> customGraphicsState;
141         BASE_NS::vector<DynamicStateEnum> dynamicStates;
142     };
143     struct GraphicsPipelineStateCache {
144         BASE_NS::vector<GraphicsPipelineStateCreationData> psoCreationData;
145         // (handle.id (+ vk renderpass compatibility hash)
146         // vulkan needs pso per every render pass configuration (for GL array would be enough, but we use
147         // renderhandle.id)
148         struct PsoData {
149             BASE_NS::unique_ptr<GraphicsPipelineStateObject> pso;
150             RenderHandle shaderHandle;
151         };
152         BASE_NS::unordered_map<uint64_t, PsoData> pipelineStateObjects;
153         // hash (shader hash), resource handle
154         BASE_NS::unordered_map<uint64_t, RenderHandle> hashToHandle;
155 
156         struct DestroyData {
157             BASE_NS::unique_ptr<GraphicsPipelineStateObject> pso;
158             uint64_t frameIndex { 0 };
159         };
160         BASE_NS::vector<DestroyData> pendingPsoDestroys;
161 
162 #if (RENDER_VALIDATION_ENABLED == 1)
163         BASE_NS::unordered_map<RenderHandle, PipelineLayout> handleToPipelineLayout;
164 #endif
165     };
166     GraphicsPipelineStateCache graphicsPipelineStateCache_;
167 
168     // pso re-creation based on reloaded shaders
169     uint64_t lastReloadedShadersFrameIndex_ { 0 };
170 };
171 RENDER_END_NAMESPACE()
172 
173 #endif // CORE__RENDER__NODE_CONTEXT_PSO_MANAGER_H
174