1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2016 Google Inc. 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrVkPipelineState_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define GrVkPipelineState_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/GpuRefCnt.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrFragmentProcessor.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrXferProcessor.h" 18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h" 19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h" 20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkDescriptorSet.h" // IWYU pragma: keep 21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkDescriptorSetManager.h" 22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkPipelineStateDataManager.h" 23*c8dee2aaSAndroid Build Coastguard Worker 24*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint> 25*c8dee2aaSAndroid Build Coastguard Worker #include <memory> 26*c8dee2aaSAndroid Build Coastguard Worker #include <vector> 27*c8dee2aaSAndroid Build Coastguard Worker 28*c8dee2aaSAndroid Build Coastguard Worker class GrPipeline; 29*c8dee2aaSAndroid Build Coastguard Worker class GrProgramInfo; 30*c8dee2aaSAndroid Build Coastguard Worker class GrSurfaceProxy; 31*c8dee2aaSAndroid Build Coastguard Worker class GrVkCommandBuffer; 32*c8dee2aaSAndroid Build Coastguard Worker class GrVkGpu; 33*c8dee2aaSAndroid Build Coastguard Worker class GrVkPipeline; 34*c8dee2aaSAndroid Build Coastguard Worker class GrVkSampler; 35*c8dee2aaSAndroid Build Coastguard Worker enum GrSurfaceOrigin : int; 36*c8dee2aaSAndroid Build Coastguard Worker 37*c8dee2aaSAndroid Build Coastguard Worker /** 38*c8dee2aaSAndroid Build Coastguard Worker * This class holds onto a GrVkPipeline object that we use for draws. Besides storing the acutal 39*c8dee2aaSAndroid Build Coastguard Worker * GrVkPipeline object, this class is also responsible handling all uniforms, descriptors, samplers, 40*c8dee2aaSAndroid Build Coastguard Worker * and other similar objects that are used along with the VkPipeline in the draw. This includes both 41*c8dee2aaSAndroid Build Coastguard Worker * allocating and freeing these objects, as well as updating their values. 42*c8dee2aaSAndroid Build Coastguard Worker */ 43*c8dee2aaSAndroid Build Coastguard Worker class GrVkPipelineState { 44*c8dee2aaSAndroid Build Coastguard Worker public: 45*c8dee2aaSAndroid Build Coastguard Worker using UniformInfoArray = GrVkPipelineStateDataManager::UniformInfoArray; 46*c8dee2aaSAndroid Build Coastguard Worker using UniformHandle = GrGLSLProgramDataManager::UniformHandle; 47*c8dee2aaSAndroid Build Coastguard Worker 48*c8dee2aaSAndroid Build Coastguard Worker GrVkPipelineState(GrVkGpu*, 49*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkPipeline>, 50*c8dee2aaSAndroid Build Coastguard Worker const GrVkDescriptorSetManager::Handle& samplerDSHandle, 51*c8dee2aaSAndroid Build Coastguard Worker const GrGLSLBuiltinUniformHandles& builtinUniformHandles, 52*c8dee2aaSAndroid Build Coastguard Worker const UniformInfoArray& uniforms, 53*c8dee2aaSAndroid Build Coastguard Worker uint32_t uniformSize, 54*c8dee2aaSAndroid Build Coastguard Worker bool usePushConstants, 55*c8dee2aaSAndroid Build Coastguard Worker const UniformInfoArray& samplers, 56*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl>, 57*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrXferProcessor::ProgramImpl>, 58*c8dee2aaSAndroid Build Coastguard Worker std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls); 59*c8dee2aaSAndroid Build Coastguard Worker 60*c8dee2aaSAndroid Build Coastguard Worker ~GrVkPipelineState(); 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard Worker bool setAndBindUniforms(GrVkGpu*, SkISize colorAttachmentDimensions, const GrProgramInfo&, 63*c8dee2aaSAndroid Build Coastguard Worker GrVkCommandBuffer*); 64*c8dee2aaSAndroid Build Coastguard Worker /** 65*c8dee2aaSAndroid Build Coastguard Worker * This must be called after setAndBindUniforms() since that function invalidates texture 66*c8dee2aaSAndroid Build Coastguard Worker * bindings. 67*c8dee2aaSAndroid Build Coastguard Worker */ 68*c8dee2aaSAndroid Build Coastguard Worker bool setAndBindTextures(GrVkGpu*, 69*c8dee2aaSAndroid Build Coastguard Worker const GrGeometryProcessor&, 70*c8dee2aaSAndroid Build Coastguard Worker const GrPipeline&, 71*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceProxy* const geomProcTextures[], 72*c8dee2aaSAndroid Build Coastguard Worker GrVkCommandBuffer*); 73*c8dee2aaSAndroid Build Coastguard Worker 74*c8dee2aaSAndroid Build Coastguard Worker bool setAndBindInputAttachment(GrVkGpu*, gr_rp<const GrVkDescriptorSet> inputDescSet, 75*c8dee2aaSAndroid Build Coastguard Worker GrVkCommandBuffer*); 76*c8dee2aaSAndroid Build Coastguard Worker 77*c8dee2aaSAndroid Build Coastguard Worker void bindPipeline(const GrVkGpu* gpu, GrVkCommandBuffer* commandBuffer); 78*c8dee2aaSAndroid Build Coastguard Worker 79*c8dee2aaSAndroid Build Coastguard Worker void freeGPUResources(GrVkGpu* gpu); 80*c8dee2aaSAndroid Build Coastguard Worker 81*c8dee2aaSAndroid Build Coastguard Worker private: 82*c8dee2aaSAndroid Build Coastguard Worker /** 83*c8dee2aaSAndroid Build Coastguard Worker * We use the RT's size and origin to adjust from Skia device space to vulkan normalized device 84*c8dee2aaSAndroid Build Coastguard Worker * space and to make device space positions have the correct origin for processors that require 85*c8dee2aaSAndroid Build Coastguard Worker * them. 86*c8dee2aaSAndroid Build Coastguard Worker */ 87*c8dee2aaSAndroid Build Coastguard Worker struct RenderTargetState { 88*c8dee2aaSAndroid Build Coastguard Worker SkISize fRenderTargetSize; 89*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceOrigin fRenderTargetOrigin; 90*c8dee2aaSAndroid Build Coastguard Worker RenderTargetStateRenderTargetState91*c8dee2aaSAndroid Build Coastguard Worker RenderTargetState() { this->invalidate(); } invalidateRenderTargetState92*c8dee2aaSAndroid Build Coastguard Worker void invalidate() { 93*c8dee2aaSAndroid Build Coastguard Worker fRenderTargetSize.fWidth = -1; 94*c8dee2aaSAndroid Build Coastguard Worker fRenderTargetSize.fHeight = -1; 95*c8dee2aaSAndroid Build Coastguard Worker fRenderTargetOrigin = (GrSurfaceOrigin)-1; 96*c8dee2aaSAndroid Build Coastguard Worker } 97*c8dee2aaSAndroid Build Coastguard Worker }; 98*c8dee2aaSAndroid Build Coastguard Worker 99*c8dee2aaSAndroid Build Coastguard Worker // Helper for setData() that sets the view matrix and loads the render target height uniform 100*c8dee2aaSAndroid Build Coastguard Worker void setRenderTargetState(SkISize colorAttachmentDimensions, GrSurfaceOrigin); 101*c8dee2aaSAndroid Build Coastguard Worker 102*c8dee2aaSAndroid Build Coastguard Worker // GrManagedResources 103*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkPipeline> fPipeline; 104*c8dee2aaSAndroid Build Coastguard Worker 105*c8dee2aaSAndroid Build Coastguard Worker const GrVkDescriptorSetManager::Handle fSamplerDSHandle; 106*c8dee2aaSAndroid Build Coastguard Worker 107*c8dee2aaSAndroid Build Coastguard Worker skia_private::STArray<4, const GrVkSampler*> fImmutableSamplers; 108*c8dee2aaSAndroid Build Coastguard Worker 109*c8dee2aaSAndroid Build Coastguard Worker // Tracks the current render target uniforms stored in the vertex buffer. 110*c8dee2aaSAndroid Build Coastguard Worker RenderTargetState fRenderTargetState; 111*c8dee2aaSAndroid Build Coastguard Worker GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; 112*c8dee2aaSAndroid Build Coastguard Worker 113*c8dee2aaSAndroid Build Coastguard Worker // Processors in the GrVkPipelineState 114*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> fGPImpl; 115*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrXferProcessor::ProgramImpl> fXPImpl; 116*c8dee2aaSAndroid Build Coastguard Worker std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls; 117*c8dee2aaSAndroid Build Coastguard Worker 118*c8dee2aaSAndroid Build Coastguard Worker GrVkPipelineStateDataManager fDataManager; 119*c8dee2aaSAndroid Build Coastguard Worker 120*c8dee2aaSAndroid Build Coastguard Worker int fNumSamplers; 121*c8dee2aaSAndroid Build Coastguard Worker }; 122*c8dee2aaSAndroid Build Coastguard Worker 123*c8dee2aaSAndroid Build Coastguard Worker #endif 124