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face_sdk/vulkan/framework/rendering/pipeline_state.h
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <vector>
#include "common/vk_common.h"
#include "core/pipeline_layout.h"
namespace vkb
{
class RenderPass;
struct VertexInputState
{
std::vector<VkVertexInputBindingDescription> bindings;
std::vector<VkVertexInputAttributeDescription> attributes;
};
struct InputAssemblyState
{
VkPrimitiveTopology topology{VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST};
VkBool32 primitive_restart_enable{VK_FALSE};
};
struct RasterizationState
{
VkBool32 depth_clamp_enable{VK_FALSE};
VkBool32 rasterizer_discard_enable{VK_FALSE};
VkPolygonMode polygon_mode{VK_POLYGON_MODE_FILL};
VkCullModeFlags cull_mode{VK_CULL_MODE_BACK_BIT};
VkFrontFace front_face{VK_FRONT_FACE_COUNTER_CLOCKWISE};
VkBool32 depth_bias_enable{VK_FALSE};
};
struct ViewportState
{
uint32_t viewport_count{1};
uint32_t scissor_count{1};
};
struct MultisampleState
{
VkSampleCountFlagBits rasterization_samples{VK_SAMPLE_COUNT_1_BIT};
VkBool32 sample_shading_enable{VK_FALSE};
float min_sample_shading{0.0f};
VkSampleMask sample_mask{0};
VkBool32 alpha_to_coverage_enable{VK_FALSE};
VkBool32 alpha_to_one_enable{VK_FALSE};
};
struct StencilOpState
{
VkStencilOp fail_op{VK_STENCIL_OP_REPLACE};
VkStencilOp pass_op{VK_STENCIL_OP_REPLACE};
VkStencilOp depth_fail_op{VK_STENCIL_OP_REPLACE};
VkCompareOp compare_op{VK_COMPARE_OP_NEVER};
};
struct DepthStencilState
{
VkBool32 depth_test_enable{VK_TRUE};
VkBool32 depth_write_enable{VK_TRUE};
// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
VkCompareOp depth_compare_op{VK_COMPARE_OP_GREATER};
VkBool32 depth_bounds_test_enable{VK_FALSE};
VkBool32 stencil_test_enable{VK_FALSE};
StencilOpState front{};
StencilOpState back{};
};
struct ColorBlendAttachmentState
{
VkBool32 blend_enable{VK_FALSE};
VkBlendFactor src_color_blend_factor{VK_BLEND_FACTOR_ONE};
VkBlendFactor dst_color_blend_factor{VK_BLEND_FACTOR_ZERO};
VkBlendOp color_blend_op{VK_BLEND_OP_ADD};
VkBlendFactor src_alpha_blend_factor{VK_BLEND_FACTOR_ONE};
VkBlendFactor dst_alpha_blend_factor{VK_BLEND_FACTOR_ZERO};
VkBlendOp alpha_blend_op{VK_BLEND_OP_ADD};
VkColorComponentFlags color_write_mask{VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT};
};
struct ColorBlendState
{
VkBool32 logic_op_enable{VK_FALSE};
VkLogicOp logic_op{VK_LOGIC_OP_CLEAR};
std::vector<ColorBlendAttachmentState> attachments;
};
/// Helper class to create specialization constants for a Vulkan pipeline. The state tracks a pipeline globally, and not per shader. Two shaders using the same constant_id will have the same data.
class SpecializationConstantState
{
public:
void reset();
bool is_dirty() const;
void clear_dirty();
template <class T>
void set_constant(uint32_t constant_id, const T &data);
void set_constant(uint32_t constant_id, const std::vector<uint8_t> &data);
void set_specialization_constant_state(const std::map<uint32_t, std::vector<uint8_t>> &state);
const std::map<uint32_t, std::vector<uint8_t>> &get_specialization_constant_state() const;
private:
bool dirty{false};
// Map tracking state of the Specialization Constants
std::map<uint32_t, std::vector<uint8_t>> specialization_constant_state;
};
template <class T>
inline void SpecializationConstantState::set_constant(std::uint32_t constant_id, const T &data)
{
set_constant(constant_id, to_bytes(static_cast<std::uint32_t>(data)));
}
template <>
inline void SpecializationConstantState::set_constant<bool>(std::uint32_t constant_id, const bool &data)
{
set_constant(constant_id, to_bytes(static_cast<std::uint32_t>(data)));
}
class PipelineState
{
public:
void reset();
void set_pipeline_layout(PipelineLayout &pipeline_layout);
void set_render_pass(const RenderPass &render_pass);
void set_specialization_constant(uint32_t constant_id, const std::vector<uint8_t> &data);
void set_vertex_input_state(const VertexInputState &vertex_input_state);
void set_input_assembly_state(const InputAssemblyState &input_assembly_state);
void set_rasterization_state(const RasterizationState &rasterization_state);
void set_viewport_state(const ViewportState &viewport_state);
void set_multisample_state(const MultisampleState &multisample_state);
void set_depth_stencil_state(const DepthStencilState &depth_stencil_state);
void set_color_blend_state(const ColorBlendState &color_blend_state);
void set_subpass_index(uint32_t subpass_index);
const PipelineLayout &get_pipeline_layout() const;
const RenderPass *get_render_pass() const;
const SpecializationConstantState &get_specialization_constant_state() const;
const VertexInputState &get_vertex_input_state() const;
const InputAssemblyState &get_input_assembly_state() const;
const RasterizationState &get_rasterization_state() const;
const ViewportState &get_viewport_state() const;
const MultisampleState &get_multisample_state() const;
const DepthStencilState &get_depth_stencil_state() const;
const ColorBlendState &get_color_blend_state() const;
uint32_t get_subpass_index() const;
bool is_dirty() const;
void clear_dirty();
private:
bool dirty{false};
PipelineLayout *pipeline_layout{nullptr};
const RenderPass *render_pass{nullptr};
SpecializationConstantState specialization_constant_state{};
VertexInputState vertex_input_state{};
InputAssemblyState input_assembly_state{};
RasterizationState rasterization_state{};
ViewportState viewport_state{};
MultisampleState multisample_state{};
DepthStencilState depth_stencil_state{};
ColorBlendState color_blend_state{};
uint32_t subpass_index{0U};
};
} // namespace vkb