1 /* 2 * Copyright 2020 Google LLC 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #ifndef GrD3DPipelineState_DEFINED 9 #define GrD3DPipelineState_DEFINED 10 11 #include "include/core/SkRefCnt.h" 12 #include "include/gpu/ganesh/GrTypes.h" 13 #include "include/gpu/ganesh/d3d/GrD3DTypes.h" 14 #include "src/gpu/ganesh/GrBuffer.h" 15 #include "src/gpu/ganesh/GrManagedResource.h" 16 #include "src/gpu/ganesh/d3d/GrD3DPipelineStateDataManager.h" 17 #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h" 18 19 #include <vector> 20 21 class GrD3DDirectCommandList; 22 class GrD3DGpu; 23 class GrD3DPipeline; 24 class GrD3DRootSignature; 25 class GrProgramInfo; 26 27 class GrD3DPipelineState { 28 public: 29 using UniformInfoArray = GrD3DPipelineStateDataManager::UniformInfoArray; 30 31 GrD3DPipelineState(sk_sp<GrD3DPipeline> pipeline, 32 sk_sp<GrD3DRootSignature> rootSignature, 33 const GrGLSLBuiltinUniformHandles& builtinUniformHandles, 34 const UniformInfoArray& uniforms, 35 uint32_t uniformSize, 36 uint32_t numSamplers, 37 std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl, 38 std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl, 39 std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls, 40 size_t vertexStride, 41 size_t instanceStride); 42 pipeline()43 const sk_sp<GrD3DPipeline>& pipeline() const { return fPipeline; } rootSignature()44 const sk_sp<GrD3DRootSignature>& rootSignature() const { return fRootSignature; } 45 46 void setAndBindConstants(GrD3DGpu*, const GrRenderTarget*, const GrProgramInfo&); 47 48 void setAndBindTextures(GrD3DGpu*, 49 const GrGeometryProcessor&, 50 const GrSurfaceProxy* const geomProcTextures[], 51 const GrPipeline&); 52 53 void bindBuffers(GrD3DGpu*, sk_sp<const GrBuffer> indexBuffer, 54 sk_sp<const GrBuffer> instanceBuffer, sk_sp<const GrBuffer> vertexBuffer, 55 GrD3DDirectCommandList* commandList); 56 57 // We can only cache non dirty uniform values until we submit a command list. After that, the 58 // next frame will get a completely different uniform buffer and/or offset into the buffer. Thus 59 // we need a way to mark them all as dirty during submit. markUniformsDirty()60 void markUniformsDirty() { fDataManager.markDirty(); } 61 62 private: 63 /** 64 * We use the RT's size and origin to adjust from Skia device space to d3d normalized device 65 * space and to make device space positions have the correct origin for processors that require 66 * them. 67 */ 68 struct RenderTargetState { 69 SkISize fRenderTargetSize; 70 GrSurfaceOrigin fRenderTargetOrigin; 71 RenderTargetStateRenderTargetState72 RenderTargetState() { this->invalidate(); } invalidateRenderTargetState73 void invalidate() { 74 fRenderTargetSize.fWidth = -1; 75 fRenderTargetSize.fHeight = -1; 76 fRenderTargetOrigin = (GrSurfaceOrigin)-1; 77 } 78 }; 79 80 // Helper for setData() that sets the view matrix and loads the render target height uniform 81 void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin); 82 83 sk_sp<GrD3DPipeline> fPipeline; 84 sk_sp<GrD3DRootSignature> fRootSignature; 85 86 // Tracks the current render target uniforms stored in the vertex buffer. 87 RenderTargetState fRenderTargetState; 88 GrGLSLBuiltinUniformHandles fBuiltinUniformHandles; 89 90 // Processors in the GrD3DPipelineState 91 std::unique_ptr<GrGeometryProcessor::ProgramImpl> fGPImpl; 92 std::unique_ptr<GrXferProcessor::ProgramImpl> fXPImpl; 93 std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls; 94 95 GrD3DPipelineStateDataManager fDataManager; 96 97 unsigned int fNumSamplers; 98 size_t fVertexStride; 99 size_t fInstanceStride; 100 }; 101 102 #endif 103