xref: /aosp_15_r20/external/skia/src/gpu/graphite/GraphicsPipeline.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 Google LLC
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 skgpu_graphite_GraphicsPipeline_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_GraphicsPipeline_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Caps.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Resource.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/UniquePaintParamsID.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker class ShaderInfo;
18*c8dee2aaSAndroid Build Coastguard Worker class RenderStep;
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker enum class PipelineCreationFlags : uint8_t {
21*c8dee2aaSAndroid Build Coastguard Worker     kNone             = 0b000,
22*c8dee2aaSAndroid Build Coastguard Worker     // For Dawn, this flag overrides the DawnCaps::fUseAsyncPipelineCreation
23*c8dee2aaSAndroid Build Coastguard Worker     // parameter and forces Synchronous Pipeline creation.
24*c8dee2aaSAndroid Build Coastguard Worker     kForPrecompilation = 0b001,
25*c8dee2aaSAndroid Build Coastguard Worker };
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker /**
28*c8dee2aaSAndroid Build Coastguard Worker  * GraphicsPipeline corresponds to a backend specific pipeline used for rendering (vs. compute),
29*c8dee2aaSAndroid Build Coastguard Worker  * e.g. MTLRenderPipelineState (Metal),
30*c8dee2aaSAndroid Build Coastguard Worker  *      CreateRenderPipeline (Dawn),
31*c8dee2aaSAndroid Build Coastguard Worker  *      CreateGraphicsPipelineState (D3D12),
32*c8dee2aaSAndroid Build Coastguard Worker  *   or VkGraphicsPipelineCreateInfo (Vulkan).
33*c8dee2aaSAndroid Build Coastguard Worker  *
34*c8dee2aaSAndroid Build Coastguard Worker  * A GraphicsPipeline is created from the combination of a GraphicsPipelineDesc (representing draw
35*c8dee2aaSAndroid Build Coastguard Worker  * specific configuration) and a RenderPassDesc (representing the target of the draw).
36*c8dee2aaSAndroid Build Coastguard Worker  */
37*c8dee2aaSAndroid Build Coastguard Worker class GraphicsPipeline : public Resource {
38*c8dee2aaSAndroid Build Coastguard Worker public:
39*c8dee2aaSAndroid Build Coastguard Worker     ~GraphicsPipeline() override;
40*c8dee2aaSAndroid Build Coastguard Worker 
getResourceType()41*c8dee2aaSAndroid Build Coastguard Worker     const char* getResourceType() const override { return "Graphics Pipeline"; }
42*c8dee2aaSAndroid Build Coastguard Worker 
dstReadRequirement()43*c8dee2aaSAndroid Build Coastguard Worker     DstReadRequirement dstReadRequirement() const { return fPipelineInfo.fDstReadReq; }
44*c8dee2aaSAndroid Build Coastguard Worker 
numFragTexturesAndSamplers()45*c8dee2aaSAndroid Build Coastguard Worker     int  numFragTexturesAndSamplers() const { return fPipelineInfo.fNumFragTexturesAndSamplers; }
hasPaintUniforms()46*c8dee2aaSAndroid Build Coastguard Worker     bool hasPaintUniforms()           const { return fPipelineInfo.fHasPaintUniforms;           }
hasStepUniforms()47*c8dee2aaSAndroid Build Coastguard Worker     bool hasStepUniforms()            const { return fPipelineInfo.fHasStepUniforms;            }
hasGradientBuffer()48*c8dee2aaSAndroid Build Coastguard Worker     bool hasGradientBuffer()          const { return fPipelineInfo.fHasGradientBuffer;          }
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker     struct PipelineInfo {
51*c8dee2aaSAndroid Build Coastguard Worker         PipelineInfo() = default;
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker         // NOTE: Subclasses must manually fill in native shader code in GPU_TEST_UTILS builds.
54*c8dee2aaSAndroid Build Coastguard Worker         PipelineInfo(const ShaderInfo&, SkEnumBitMask<PipelineCreationFlags>);
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker         DstReadRequirement fDstReadReq = DstReadRequirement::kNone;
57*c8dee2aaSAndroid Build Coastguard Worker         int  fNumFragTexturesAndSamplers = 0;
58*c8dee2aaSAndroid Build Coastguard Worker         bool fHasPaintUniforms  = false;
59*c8dee2aaSAndroid Build Coastguard Worker         bool fHasStepUniforms   = false;
60*c8dee2aaSAndroid Build Coastguard Worker         bool fHasGradientBuffer = false;
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker         // In test-enabled builds, we preserve the generated shader code to display in the viewer
63*c8dee2aaSAndroid Build Coastguard Worker         // slide UI. This is not quite enough information to fully recreate the pipeline, as the
64*c8dee2aaSAndroid Build Coastguard Worker         // RenderPassDesc used to make the pipeline is not preserved.
65*c8dee2aaSAndroid Build Coastguard Worker #if defined(GPU_TEST_UTILS)
66*c8dee2aaSAndroid Build Coastguard Worker         std::string fLabel;
67*c8dee2aaSAndroid Build Coastguard Worker 
68*c8dee2aaSAndroid Build Coastguard Worker         std::string fSkSLVertexShader;
69*c8dee2aaSAndroid Build Coastguard Worker         std::string fSkSLFragmentShader;
70*c8dee2aaSAndroid Build Coastguard Worker         std::string fNativeVertexShader;
71*c8dee2aaSAndroid Build Coastguard Worker         std::string fNativeFragmentShader;
72*c8dee2aaSAndroid Build Coastguard Worker #endif
73*c8dee2aaSAndroid Build Coastguard Worker #if SK_HISTOGRAMS_ENABLED
74*c8dee2aaSAndroid Build Coastguard Worker         bool fFromPrecompile = false;
75*c8dee2aaSAndroid Build Coastguard Worker #endif
76*c8dee2aaSAndroid Build Coastguard Worker     };
77*c8dee2aaSAndroid Build Coastguard Worker 
78*c8dee2aaSAndroid Build Coastguard Worker #if defined(GPU_TEST_UTILS)
getPipelineInfo()79*c8dee2aaSAndroid Build Coastguard Worker     const PipelineInfo& getPipelineInfo() const {
80*c8dee2aaSAndroid Build Coastguard Worker         return fPipelineInfo;
81*c8dee2aaSAndroid Build Coastguard Worker     }
82*c8dee2aaSAndroid Build Coastguard Worker #endif
83*c8dee2aaSAndroid Build Coastguard Worker #if SK_HISTOGRAMS_ENABLED
fromPrecompile()84*c8dee2aaSAndroid Build Coastguard Worker     bool fromPrecompile() const { return fPipelineInfo.fFromPrecompile; }
85*c8dee2aaSAndroid Build Coastguard Worker #endif
86*c8dee2aaSAndroid Build Coastguard Worker 
87*c8dee2aaSAndroid Build Coastguard Worker protected:
88*c8dee2aaSAndroid Build Coastguard Worker     GraphicsPipeline(const SharedContext*, const PipelineInfo&);
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker private:
91*c8dee2aaSAndroid Build Coastguard Worker     PipelineInfo fPipelineInfo;
92*c8dee2aaSAndroid Build Coastguard Worker };
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker }  // namespace skgpu::graphite
95*c8dee2aaSAndroid Build Coastguard Worker 
96*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_GraphicsPipeline_DEFINED
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