1 /*
2  * Copyright (c) 2024 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_RENDER__NODE_CONTEXT_PSO_MANAGER_H
17 #define RENDER_RENDER__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 
66     RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState,
67         const RenderHandle pipelineLayout, const RenderHandle vertexInputDeclaration,
68         const ShaderSpecializationConstantDataView& shaderSpecialization,
69         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
70     RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState,
71         const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
72         const ShaderSpecializationConstantDataView& shaderSpecialization,
73         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
74     RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState,
75         const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
76         const ShaderSpecializationConstantDataView& shaderSpecialization,
77         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
78 
79     const ComputePipelineStateObject* GetComputePso(
80         const RenderHandle handle, const LowLevelPipelineLayoutData* pipelineLayoutData);
81     // with GL(ES) psoStateHash is 0 and renderPassData, and pipelineLayoutData are nullptr
82     // with vulkan psoStateHash has renderpass compatibility hash and additional descriptor set hash
83     const GraphicsPipelineStateObject* GetGraphicsPso(const RenderHandle handle, const RenderPassDesc& renderPassDesc,
84         const BASE_NS::array_view<const RenderPassSubpassDesc> renderPassSubpassDescs, const uint32_t subpassIndex,
85         const uint64_t psoStateHash, const LowLevelRenderPassData* renderPassData,
86         const LowLevelPipelineLayoutData* pipelineLayoutData);
87 
88     // only used for validation (just copy pipeline layout)
89 #if (RENDER_VALIDATION_ENABLED == 1)
90     const PipelineLayout& GetComputePsoPipelineLayout(const RenderHandle handle) const;
91     const PipelineLayout& GetGraphicsPsoPipelineLayout(const RenderHandle handle) const;
92 #endif
93 
94 private:
95     Device& device_;
96     ShaderManager& shaderMgr_;
97 
98     // graphics state handle should be invalid if custom graphics state is given
99     RenderHandle GetGraphicsPsoHandleImpl(const RenderHandle shaderHandle, const RenderHandle graphicsStateHandle,
100         const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView,
101         const ShaderSpecializationConstantDataView& shaderSpecialization,
102         const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const GraphicsState* graphicsState);
103 
104     struct ComputePipelineStateCreationData {
105         RenderHandle shaderHandle;
106         PipelineLayout pipelineLayout;
107         ShaderSpecializationConstantDataWrapper shaderSpecialization;
108     };
109     struct ComputePipelineStateCache {
110         BASE_NS::vector<ComputePipelineStateCreationData> psoCreationData;
111         BASE_NS::vector<BASE_NS::unique_ptr<ComputePipelineStateObject>> pipelineStateObjects;
112         // hash (shader hash), resource handle
113         BASE_NS::unordered_map<uint64_t, RenderHandle> hashToHandle;
114 
115         struct DestroyData {
116             BASE_NS::unique_ptr<ComputePipelineStateObject> pso;
117             uint64_t frameIndex { 0 };
118         };
119         BASE_NS::vector<DestroyData> pendingPsoDestroys;
120 
121 #if (RENDER_VALIDATION_ENABLED == 1)
122         BASE_NS::unordered_map<RenderHandle, PipelineLayout> handleToPipelineLayout;
123 #endif
124     };
125     ComputePipelineStateCache computePipelineStateCache_;
126 
127     struct GraphicsPipelineStateCreationData {
128         RenderHandle shaderHandle;
129         RenderHandle graphicsStateHandle;
130         PipelineLayout pipelineLayout;
131 
132         VertexInputDeclarationDataWrapper vertexInputDeclaration;
133         ShaderSpecializationConstantDataWrapper shaderSpecialization;
134         BASE_NS::unique_ptr<GraphicsState> customGraphicsState;
135         BASE_NS::vector<DynamicStateEnum> dynamicStates;
136     };
137     struct GraphicsPipelineStateCache {
138         BASE_NS::vector<GraphicsPipelineStateCreationData> psoCreationData;
139         // (handle.id (+ vk renderpass compatibility hash)
140         // vulkan needs pso per every render pass configuration (for GL array would be enough, but we use
141         // renderhandle.id)
142         struct PsoData {
143             BASE_NS::unique_ptr<GraphicsPipelineStateObject> pso;
144             RenderHandle shaderHandle;
145         };
146         BASE_NS::unordered_map<uint64_t, PsoData> pipelineStateObjects;
147         // hash (shader hash), resource handle
148         BASE_NS::unordered_map<uint64_t, RenderHandle> hashToHandle;
149 
150         struct DestroyData {
151             BASE_NS::unique_ptr<GraphicsPipelineStateObject> pso;
152             uint64_t frameIndex { 0 };
153         };
154         BASE_NS::vector<DestroyData> pendingPsoDestroys;
155 
156 #if (RENDER_VALIDATION_ENABLED == 1)
157         BASE_NS::unordered_map<RenderHandle, PipelineLayout> handleToPipelineLayout;
158 #endif
159     };
160     GraphicsPipelineStateCache graphicsPipelineStateCache_;
161 };
162 RENDER_END_NAMESPACE()
163 
164 #endif // CORE__RENDER__NODE_CONTEXT_PSO_MANAGER_H
165