/* * Copyright 2020 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrD3DPipelineState_DEFINED #define GrD3DPipelineState_DEFINED #include "include/core/SkRefCnt.h" #include "include/gpu/ganesh/GrTypes.h" #include "include/gpu/ganesh/d3d/GrD3DTypes.h" #include "src/gpu/ganesh/GrBuffer.h" #include "src/gpu/ganesh/GrManagedResource.h" #include "src/gpu/ganesh/d3d/GrD3DPipelineStateDataManager.h" #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h" #include class GrD3DDirectCommandList; class GrD3DGpu; class GrD3DPipeline; class GrD3DRootSignature; class GrProgramInfo; class GrD3DPipelineState { public: using UniformInfoArray = GrD3DPipelineStateDataManager::UniformInfoArray; GrD3DPipelineState(sk_sp pipeline, sk_sp rootSignature, const GrGLSLBuiltinUniformHandles& builtinUniformHandles, const UniformInfoArray& uniforms, uint32_t uniformSize, uint32_t numSamplers, std::unique_ptr gpImpl, std::unique_ptr xpImpl, std::vector> fpImpls, size_t vertexStride, size_t instanceStride); const sk_sp& pipeline() const { return fPipeline; } const sk_sp& rootSignature() const { return fRootSignature; } void setAndBindConstants(GrD3DGpu*, const GrRenderTarget*, const GrProgramInfo&); void setAndBindTextures(GrD3DGpu*, const GrGeometryProcessor&, const GrSurfaceProxy* const geomProcTextures[], const GrPipeline&); void bindBuffers(GrD3DGpu*, sk_sp indexBuffer, sk_sp instanceBuffer, sk_sp vertexBuffer, GrD3DDirectCommandList* commandList); // We can only cache non dirty uniform values until we submit a command list. After that, the // next frame will get a completely different uniform buffer and/or offset into the buffer. Thus // we need a way to mark them all as dirty during submit. void markUniformsDirty() { fDataManager.markDirty(); } private: /** * We use the RT's size and origin to adjust from Skia device space to d3d normalized device * space and to make device space positions have the correct origin for processors that require * them. */ struct RenderTargetState { SkISize fRenderTargetSize; GrSurfaceOrigin fRenderTargetOrigin; RenderTargetState() { this->invalidate(); } void invalidate() { fRenderTargetSize.fWidth = -1; fRenderTargetSize.fHeight = -1; fRenderTargetOrigin = (GrSurfaceOrigin)-1; } }; // Helper for setData() that sets the view matrix and loads the render target height uniform void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin); sk_sp fPipeline; sk_sp fRootSignature; // Tracks the current render target uniforms stored in the vertex buffer. RenderTargetState fRenderTargetState; GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; // Processors in the GrD3DPipelineState std::unique_ptr fGPImpl; std::unique_ptr fXPImpl; std::vector> fFPImpls; GrD3DPipelineStateDataManager fDataManager; unsigned int fNumSamplers; size_t fVertexStride; size_t fInstanceStride; }; #endif