/* * Copyright 2023 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef skgpu_graphite_compute_ComputeStep_DEFINED #define skgpu_graphite_compute_ComputeStep_DEFINED #include "include/core/SkSpan.h" #include "include/private/base/SkTArray.h" #include "include/private/base/SkTo.h" #include "src/base/SkEnumBitMask.h" #include "src/gpu/graphite/ComputeTypes.h" #include "src/gpu/graphite/ResourceTypes.h" #include #include #include #include #include enum SkColorType : int; struct SkISize; namespace skgpu::graphite { class UniformManager; /** * A `ComputeStep` represents a compute pass within a wider draw operation. A `ComputeStep` * implementation describes an invocation of a compute program and its data binding layout. * * A `ComputeStep` can perform arbitrary operations on the GPU over various types of data, including * geometry and image processing. The data processed by a `ComputeStep` can be inputs (textures or * buffers) populated on the CPU, data forwarded to and from other `ComputeStep` invocations (via * "slots"), transient storage buffers/textures that are only used within an individual dispatch, * geometry attribute (vertex/index/instance) and indirect draw parameters of a subsequent raster * pipeline stage, as well as texture outputs. * * The data flow between sequential `ComputeStep` invocations within a DispatchGroup is achieved by * operating over a shared "resource table". `ComputeStep`s can declare a resource with a slot * number. Multiple `ComputeStep`s in a group that declare a resource with the same slot number will * have access to the same backing resource object through that slot: * * _______________ _______________ * | | | | * | ---[Slot 0]--- | * | | | | * | ---[Slot 1]--- | * | ComputeStep 1 | | ComputeStep 2 | * | ---[Slot 2] | | * | | | | * | | [Slot 3]--- | * | | | | * --------------- --------------- * * In the example above, slots 0 and 1 are accessed by both ComputeSteps, while slots 2 and 3 are * exclusively accessed by ComputeStep 1 and 2 respectively. Alternately, slots 2 and 3 could be * declared as "private" resources which are visible to a single ComputeStep. * * Similarly, raster stage geometry buffers that are specified as the output of a ComputeStep can be * used to assign the draw buffers of a RenderStep. * * It is the responsibility of the owning entity (e.g. a RendererProvider) to ensure that a chain of * ComputeStep and RenderStep invocations have a compatible resource and data-flow layout. */ class ComputeStep { public: enum class DataFlow { // A private binding is a resource that is only visible to a single ComputeStep invocation. kPrivate, // Bindings with a slot number that can be used to forward data between a series of // `ComputeStep`s. This DataFlow type is accompanied with a "slot number" that can be // shared by multiple `ComputeStep`s in a group. kShared, }; enum class ResourceType { kUniformBuffer, kStorageBuffer, kReadOnlyStorageBuffer, // An indirect buffer is a storage buffer populated by this ComputeStep to determine the // global dispatch size of a subsequent ComputeStep within the same DispatchGroup. The // contents of the buffer must be laid out according to the `IndirectDispatchArgs` struct // definition declared in ComputeTypes.h. kIndirectBuffer, kWriteOnlyStorageTexture, kReadOnlyTexture, kSampledTexture, }; enum class ResourcePolicy { kNone, // The memory of the resource will be initialized to 0 kClear, // The ComputeStep will be asked to initialize the memory on the CPU via // `ComputeStep::prepareStorageBuffer` or `ComputeStep::prepareUniformBuffer` prior to // pipeline execution. This may incur a transfer cost on platforms that do not allow buffers // to be mapped in shared memory. // // If multiple ComputeSteps in a DispatchGroup declare a mapped resource with the same // shared slot number, only the first ComputeStep in the group will receive a call to // prepare the buffer. // // This only has meaning for buffer resources. A resource with the `kUniformBuffer` resource // type must specify the `kMapped` resource policy. kMapped, }; struct ResourceDesc final { ResourceType fType; DataFlow fFlow; ResourcePolicy fPolicy; // This field only has meaning (and must have a non-negative value) if `fFlow` is // `DataFlow::kShared`. int fSlot; // The SkSL variable declaration code excluding the layout and type definitions. This field // is ignored for a ComputeStep that supports native shader source. const char* fSkSL = ""; constexpr ResourceDesc(ResourceType type, DataFlow flow, ResourcePolicy policy, int slot = -1) : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot) {} constexpr ResourceDesc(ResourceType type, DataFlow flow, ResourcePolicy policy, int slot, const char* sksl) : fType(type), fFlow(flow), fPolicy(policy), fSlot(slot), fSkSL(sksl) {} constexpr ResourceDesc(ResourceType type, DataFlow flow, ResourcePolicy policy, const char* sksl) : fType(type), fFlow(flow), fPolicy(policy), fSlot(-1), fSkSL(sksl) {} }; // On platforms that support late bound workgroup shared resources (e.g. Metal) a ComputeStep // can optionally provide a list of memory sizes and binding indices. struct WorkgroupBufferDesc { // The buffer size in bytes. size_t size; size_t index; }; virtual ~ComputeStep() = default; // Returns a complete SkSL compute program. The returned SkSL must constitute a complete compute // program and declare all resource bindings starting at `nextBindingIndex` in the order in // which they are enumerated by `ComputeStep::resources()`. // // If this ComputeStep supports native shader source then it must override // `nativeShaderSource()` instead. virtual std::string computeSkSL() const; // A ComputeStep that supports native shader source then then it must implement // `nativeShaderSource()` and return the shader source in the requested format. This is intended // to instantiate a compute pipeline from a pre-compiled shader module. The returned source must // constitute a shader module that contains at least one compute entry-point function that // matches the specified name. enum class NativeShaderFormat { kWGSL, kMSL, }; struct NativeShaderSource { std::string_view fSource; std::string fEntryPoint; }; virtual NativeShaderSource nativeShaderSource(NativeShaderFormat) const; // This method will be called for buffer entries in the ComputeStep's resource list to // determine the required allocation size. The ComputeStep must return a non-zero value. // // TODO(b/279955342): Provide a context object, e.g. a type a associated with // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. virtual size_t calculateBufferSize(int resourceIndex, const ResourceDesc&) const; // This method will be called for storage texture entries in the ComputeStep's resource list to // determine the required dimensions and color type. The ComputeStep must return a non-zero // value for the size and a valid color type. virtual std::tuple calculateTextureParameters(int resourceIndex, const ResourceDesc&) const; // This method will be called for sampler entries in the ComputeStep's resource list to // determine the sampling and tile mode options. virtual SamplerDesc calculateSamplerParameters(int resourceIndex, const ResourceDesc&) const; // Return the global dispatch size (aka "workgroup count") for this step based on the draw // parameters. The default value is a workgroup count of (1, 1, 1) // // TODO(b/279955342): Provide a context object, e.g. a type a associated with // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. virtual WorkgroupSize calculateGlobalDispatchSize() const; // Populates a storage buffer resource which was specified as "mapped". This method will only be // called once for a resource right after its allocation and before pipeline execution. For // shared resources, only the first ComputeStep in a DispatchGroup will be asked to prepare the // buffer. // // `resourceIndex` matches the order in which `resource` was enumerated by // `ComputeStep::resources()`. virtual void prepareStorageBuffer(int resourceIndex, const ResourceDesc& resource, void* buffer, size_t bufferSize) const; // Populates a uniform buffer resource. This method will be called once for a resource right // after its allocation and before pipeline execution. For shared resources, only the first // ComputeStep in a DispatchGroup will be asked to prepare the buffer. // // `resourceIndex` matches the order in which `resource` was enumerated by // `ComputeStep::resources()`. // // The implementation must use the provided `UniformManager` to populate the buffer. On debug // builds, the implementation must validate the buffer layout by setting up an expectation, for // example: // // SkDEBUGCODE(mgr->setExpectedUniforms({{"foo", SkSLType::kFloat}})); // // TODO(b/279955342): Provide a context object, e.g. a type a associated with // DispatchGroup::Builder, to aid the ComputeStep in its buffer size calculations. virtual void prepareUniformBuffer(int resourceIndex, const ResourceDesc&, UniformManager*) const; SkSpan resources() const { return SkSpan(fResources); } SkSpan workgroupBuffers() const { return SkSpan(fWorkgroupBuffers); } // Identifier that can be used as part of a unique key for a compute pipeline state object // associated with this `ComputeStep`. uint32_t uniqueID() const { return fUniqueID; } // Returns a debug name for the subclass implementation. const char* name() const { return fName.c_str(); } // The size of the workgroup for this ComputeStep's entry point function. This value is hardware // dependent. On Metal, this value should be used when invoking the dispatch API call. On all // other backends, this value will be baked into the pipeline. WorkgroupSize localDispatchSize() const { return fLocalDispatchSize; } bool supportsNativeShader() const { return SkToBool(fFlags & Flags::kSupportsNativeShader); } protected: enum class Flags : uint8_t { kNone = 0b00000, kSupportsNativeShader = 0b00010, }; SK_DECL_BITMASK_OPS_FRIENDS(Flags) ComputeStep(std::string_view name, WorkgroupSize localDispatchSize, SkSpan resources, SkSpan workgroupBuffers = {}, Flags baseFlags = Flags::kNone); private: // Disallow copy and move ComputeStep(const ComputeStep&) = delete; ComputeStep(ComputeStep&&) = delete; uint32_t fUniqueID; SkEnumBitMask fFlags; std::string fName; skia_private::TArray fResources; skia_private::TArray fWorkgroupBuffers; // TODO(b/240615224): Subclasses should simply specify the workgroup size that they need. // The ComputeStep constructor should check and reduce that number based on the maximum // supported workgroup size stored in Caps. In Metal, we'll pass this number directly to the // dispatch API call. On other backends, we'll use this value to generate the right SkSL // workgroup size declaration to avoid any validation failures. WorkgroupSize fLocalDispatchSize; }; SK_MAKE_BITMASK_OPS(ComputeStep::Flags) } // namespace skgpu::graphite #endif // skgpu_graphite_compute_ComputeStep_DEFINED