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use std::collections::HashMap;
use std::sync::Arc;
use ash::vk;
use crate::*;
static SHADER_ENTRY_POINT: &std::ffi::CStr = c"main";
/// Pipeline is an abstraction over a Vulkan compute pipeline.
/// Pipeline is a GPU resource that defines how a shader should be executed on the GPU.
/// For compute pipelines it's a single shader with binded resources.
pub struct Pipeline {
// Device that owns the pipeline.
device: Arc<Device>,
// Shader that is executed by the pipeline.
// Keep a reference to the shader to prevent it from being dropped.
_shader: Arc<Shader>,
// Descriptor set layouts that are used by the pipeline.
// It describes how the resources are binded to the shader.
descriptor_set_layouts: Vec<Arc<DescriptorSetLayout>>,
// Native Vulkan pipeline layout handle.
vk_pipeline_layout: vk::PipelineLayout,
// Native Vulkan pipeline handle.
vk_pipeline: vk::Pipeline,
}
#[derive(Default)]
pub struct PipelineBuilder {
shader: Option<Arc<Shader>>,
descriptor_set_layouts: HashMap<usize, Arc<DescriptorSetLayout>>,
}
// Mark `Pipeline` as a GPU resource that should be kept alive while it's in use by the GPU context.
impl Resource for Pipeline {}
impl PipelineBuilder {
pub fn add_shader(mut self, shader: Arc<Shader>) -> Self {
self.shader = Some(shader);
self
}
pub fn add_descriptor_set_layout(
mut self,
set: usize,
descriptor_set_layout: Arc<DescriptorSetLayout>,
) -> Self {
self.descriptor_set_layouts
.insert(set, descriptor_set_layout);
self
}
pub fn build(&self, device: Arc<Device>) -> GpuResult<Arc<Pipeline>> {
Ok(Arc::new(Pipeline::new(device, self)?))
}
}
impl Pipeline {
pub fn builder() -> PipelineBuilder {
Default::default()
}
pub(crate) fn new(device: Arc<Device>, builder: &PipelineBuilder) -> GpuResult<Self> {
let vk_descriptor_set_layouts = (0..builder.descriptor_set_layouts.len())
.map(|descriptor_set_index| {
if let Some(descriptor_set_layouts) =
builder.descriptor_set_layouts.get(&descriptor_set_index)
{
Ok(descriptor_set_layouts.vk_descriptor_set_layout())
} else {
Err(GpuError::Other(format!(
"Descriptor set layout {} is missing",
descriptor_set_index
)))
}
})
.collect::<GpuResult<Vec<_>>>()?;
// Create a Vulkan pipeline layout.
let vk_pipeline_layout_create_info = vk::PipelineLayoutCreateInfo::default()
.set_layouts(&vk_descriptor_set_layouts)
.push_constant_ranges(&[]);
let vk_pipeline_layout = unsafe {
device.vk_device().create_pipeline_layout(
&vk_pipeline_layout_create_info,
device.cpu_allocation_callbacks(),
)?
};
let shader = builder
.shader
.clone()
.ok_or_else(|| GpuError::Other("Pipeline shader is required".to_string()))?;
// Create a Vulkan compute pipeline.
// Before we start, we need to check if the device supports dynamic subgroup size.
// If it does, we need to set the required subgroup size for the shader.
// Do do that, we need to create a `vk::PipelineShaderStageRequiredSubgroupSizeCreateInfo`
// which is an v1.3 api structure that is used to specify the required subgroup size for a shader.
let mut subgroup_size_create_info = if device.is_dynamic_subgroup_size() {
Some(
vk::PipelineShaderStageRequiredSubgroupSizeCreateInfo::default()
.required_subgroup_size(device.subgroup_size() as u32),
)
} else {
None
};
// Initialize the shader stage create info.
// It contains the shader module, entry point, mark the stage as compute etc.
let mut vk_pipeline_shader_stage_create_info = vk::PipelineShaderStageCreateInfo::default()
.stage(vk::ShaderStageFlags::COMPUTE)
.module(shader.vk_shader_module())
.name(SHADER_ENTRY_POINT);
// Append the subgroup size info to the shader stage create info if it's present.
if let Some(subgroup_size_info) = &mut subgroup_size_create_info {
vk_pipeline_shader_stage_create_info =
vk_pipeline_shader_stage_create_info.push_next(subgroup_size_info);
}
// Finally, create the pipeline.
let vk_compute_pipeline_create_info = vk::ComputePipelineCreateInfo::default()
.stage(vk_pipeline_shader_stage_create_info)
.layout(vk_pipeline_layout);
let vk_pipelines_result = unsafe {
device.vk_device().create_compute_pipelines(
vk::PipelineCache::null(),
&[vk_compute_pipeline_create_info],
device.cpu_allocation_callbacks(),
)
};
match vk_pipelines_result {
Ok(vk_pipelines) => {
let vk_pipeline = vk_pipelines.first().copied().ok_or_else(|| {
GpuError::Other("Failed to create compute pipeline".to_string())
})?;
Ok(Self {
device,
_shader: shader,
vk_pipeline_layout,
vk_pipeline,
descriptor_set_layouts: builder
.descriptor_set_layouts
.values()
.cloned()
.collect(),
})
}
Err(error) => {
// if we failed to create the pipeline, we need to destroy the pipeline layout.
unsafe {
device.vk_device().destroy_pipeline_layout(
vk_pipeline_layout,
device.cpu_allocation_callbacks(),
);
}
Err(GpuError::from(error.1))
}
}
}
pub fn vk_pipeline(&self) -> vk::Pipeline {
self.vk_pipeline
}
pub fn vk_pipeline_layout(&self) -> vk::PipelineLayout {
self.vk_pipeline_layout
}
}
impl Drop for Pipeline {
fn drop(&mut self) {
if self.vk_pipeline != vk::Pipeline::null() {
unsafe {
self.device
.vk_device()
.destroy_pipeline(self.vk_pipeline, self.device.cpu_allocation_callbacks());
}
self.vk_pipeline = vk::Pipeline::null();
}
if self.vk_pipeline_layout != vk::PipelineLayout::null() {
unsafe {
self.device.vk_device().destroy_pipeline_layout(
self.vk_pipeline_layout,
self.device.cpu_allocation_callbacks(),
);
}
self.vk_pipeline_layout = vk::PipelineLayout::null();
}
// free binded resources
self.descriptor_set_layouts.clear();
}
}
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