xref: /aosp_15_r20/external/skia/src/gpu/ganesh/vk/GrVkPipelineState.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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