1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 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 #include "src/gpu/ganesh/d3d/GrD3DOpsRenderPass.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrBackendUtils.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrOpFlushState.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrProgramDesc.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRenderTarget.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrStencilSettings.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DCommandSignature.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DPipelineState.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DPipelineStateBuilder.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DTexture.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/effects/GrTextureEffect.h"
23*c8dee2aaSAndroid Build Coastguard Worker
24*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
27*c8dee2aaSAndroid Build Coastguard Worker #endif
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
30*c8dee2aaSAndroid Build Coastguard Worker
GrD3DOpsRenderPass(GrD3DGpu * gpu)31*c8dee2aaSAndroid Build Coastguard Worker GrD3DOpsRenderPass::GrD3DOpsRenderPass(GrD3DGpu* gpu) : fGpu(gpu) {}
32*c8dee2aaSAndroid Build Coastguard Worker
set(GrRenderTarget * rt,GrSurfaceOrigin origin,const SkIRect & bounds,const GrOpsRenderPass::LoadAndStoreInfo & colorInfo,const GrOpsRenderPass::StencilLoadAndStoreInfo & stencilInfo,const TArray<GrSurfaceProxy *,true> & sampledProxies)33*c8dee2aaSAndroid Build Coastguard Worker bool GrD3DOpsRenderPass::set(GrRenderTarget* rt, GrSurfaceOrigin origin, const SkIRect& bounds,
34*c8dee2aaSAndroid Build Coastguard Worker const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
35*c8dee2aaSAndroid Build Coastguard Worker const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo,
36*c8dee2aaSAndroid Build Coastguard Worker const TArray<GrSurfaceProxy*, true>& sampledProxies) {
37*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fRenderTarget);
38*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fGpu == rt->getContext()->priv().getGpu());
39*c8dee2aaSAndroid Build Coastguard Worker
40*c8dee2aaSAndroid Build Coastguard Worker this->INHERITED::set(rt, origin);
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker fBounds = bounds;
43*c8dee2aaSAndroid Build Coastguard Worker
44*c8dee2aaSAndroid Build Coastguard Worker fColorLoadOp = colorInfo.fLoadOp;
45*c8dee2aaSAndroid Build Coastguard Worker fClearColor = colorInfo.fClearColor;
46*c8dee2aaSAndroid Build Coastguard Worker fStencilLoadOp = stencilInfo.fLoadOp;
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker // TODO
49*c8dee2aaSAndroid Build Coastguard Worker
50*c8dee2aaSAndroid Build Coastguard Worker return true;
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker
~GrD3DOpsRenderPass()53*c8dee2aaSAndroid Build Coastguard Worker GrD3DOpsRenderPass::~GrD3DOpsRenderPass() {}
54*c8dee2aaSAndroid Build Coastguard Worker
gpu()55*c8dee2aaSAndroid Build Coastguard Worker GrGpu* GrD3DOpsRenderPass::gpu() { return fGpu; }
56*c8dee2aaSAndroid Build Coastguard Worker
onBegin()57*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onBegin() {
58*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
59*c8dee2aaSAndroid Build Coastguard Worker if (d3dRT->numSamples() > 1) {
60*c8dee2aaSAndroid Build Coastguard Worker d3dRT->msaaTextureResource()->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET);
61*c8dee2aaSAndroid Build Coastguard Worker } else {
62*c8dee2aaSAndroid Build Coastguard Worker d3dRT->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET);
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->setRenderTarget(d3dRT);
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker if (GrLoadOp::kClear == fColorLoadOp) {
67*c8dee2aaSAndroid Build Coastguard Worker // Passing in nullptr for the rect clears the entire d3d RT. Is this correct? Does the load
68*c8dee2aaSAndroid Build Coastguard Worker // op respect the logical bounds of a RT?
69*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->clearRenderTargetView(d3dRT, fClearColor, nullptr);
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker if (auto stencil = d3dRT->getStencilAttachment()) {
73*c8dee2aaSAndroid Build Coastguard Worker GrD3DAttachment* d3dStencil = static_cast<GrD3DAttachment*>(stencil);
74*c8dee2aaSAndroid Build Coastguard Worker d3dStencil->setResourceState(fGpu, D3D12_RESOURCE_STATE_DEPTH_WRITE);
75*c8dee2aaSAndroid Build Coastguard Worker if (fStencilLoadOp == GrLoadOp::kClear) {
76*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->clearDepthStencilView(d3dStencil, 0, nullptr);
77*c8dee2aaSAndroid Build Coastguard Worker }
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker
set_stencil_ref(GrD3DGpu * gpu,const GrProgramInfo & info)81*c8dee2aaSAndroid Build Coastguard Worker void set_stencil_ref(GrD3DGpu* gpu, const GrProgramInfo& info) {
82*c8dee2aaSAndroid Build Coastguard Worker GrStencilSettings stencilSettings = info.nonGLStencilSettings();
83*c8dee2aaSAndroid Build Coastguard Worker if (!stencilSettings.isDisabled()) {
84*c8dee2aaSAndroid Build Coastguard Worker unsigned int stencilRef = 0;
85*c8dee2aaSAndroid Build Coastguard Worker if (stencilSettings.isTwoSided()) {
86*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(stencilSettings.postOriginCCWFace(info.origin()).fRef ==
87*c8dee2aaSAndroid Build Coastguard Worker stencilSettings.postOriginCWFace(info.origin()).fRef);
88*c8dee2aaSAndroid Build Coastguard Worker stencilRef = stencilSettings.postOriginCCWFace(info.origin()).fRef;
89*c8dee2aaSAndroid Build Coastguard Worker } else {
90*c8dee2aaSAndroid Build Coastguard Worker stencilRef = stencilSettings.singleSidedFace().fRef;
91*c8dee2aaSAndroid Build Coastguard Worker }
92*c8dee2aaSAndroid Build Coastguard Worker gpu->currentCommandList()->setStencilRef(stencilRef);
93*c8dee2aaSAndroid Build Coastguard Worker }
94*c8dee2aaSAndroid Build Coastguard Worker }
95*c8dee2aaSAndroid Build Coastguard Worker
set_blend_factor(GrD3DGpu * gpu,const GrProgramInfo & info)96*c8dee2aaSAndroid Build Coastguard Worker void set_blend_factor(GrD3DGpu* gpu, const GrProgramInfo& info) {
97*c8dee2aaSAndroid Build Coastguard Worker const GrXferProcessor& xferProcessor = info.pipeline().getXferProcessor();
98*c8dee2aaSAndroid Build Coastguard Worker const skgpu::Swizzle& swizzle = info.pipeline().writeSwizzle();
99*c8dee2aaSAndroid Build Coastguard Worker const skgpu::BlendInfo& blendInfo = xferProcessor.getBlendInfo();
100*c8dee2aaSAndroid Build Coastguard Worker skgpu::BlendCoeff srcCoeff = blendInfo.fSrcBlend;
101*c8dee2aaSAndroid Build Coastguard Worker skgpu::BlendCoeff dstCoeff = blendInfo.fDstBlend;
102*c8dee2aaSAndroid Build Coastguard Worker float floatColors[4];
103*c8dee2aaSAndroid Build Coastguard Worker if (skgpu::BlendCoeffRefsConstant(srcCoeff) || skgpu::BlendCoeffRefsConstant(dstCoeff)) {
104*c8dee2aaSAndroid Build Coastguard Worker // Swizzle the blend to match what the shader will output.
105*c8dee2aaSAndroid Build Coastguard Worker SkPMColor4f blendConst = swizzle.applyTo(blendInfo.fBlendConstant);
106*c8dee2aaSAndroid Build Coastguard Worker floatColors[0] = blendConst.fR;
107*c8dee2aaSAndroid Build Coastguard Worker floatColors[1] = blendConst.fG;
108*c8dee2aaSAndroid Build Coastguard Worker floatColors[2] = blendConst.fB;
109*c8dee2aaSAndroid Build Coastguard Worker floatColors[3] = blendConst.fA;
110*c8dee2aaSAndroid Build Coastguard Worker } else {
111*c8dee2aaSAndroid Build Coastguard Worker memset(floatColors, 0, 4 * sizeof(float));
112*c8dee2aaSAndroid Build Coastguard Worker }
113*c8dee2aaSAndroid Build Coastguard Worker gpu->currentCommandList()->setBlendFactor(floatColors);
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker
set_primitive_topology(GrD3DGpu * gpu,const GrProgramInfo & info)116*c8dee2aaSAndroid Build Coastguard Worker void set_primitive_topology(GrD3DGpu* gpu, const GrProgramInfo& info) {
117*c8dee2aaSAndroid Build Coastguard Worker D3D12_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
118*c8dee2aaSAndroid Build Coastguard Worker switch (info.primitiveType()) {
119*c8dee2aaSAndroid Build Coastguard Worker case GrPrimitiveType::kTriangles:
120*c8dee2aaSAndroid Build Coastguard Worker topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
121*c8dee2aaSAndroid Build Coastguard Worker break;
122*c8dee2aaSAndroid Build Coastguard Worker case GrPrimitiveType::kTriangleStrip:
123*c8dee2aaSAndroid Build Coastguard Worker topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
124*c8dee2aaSAndroid Build Coastguard Worker break;
125*c8dee2aaSAndroid Build Coastguard Worker case GrPrimitiveType::kPoints:
126*c8dee2aaSAndroid Build Coastguard Worker topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
127*c8dee2aaSAndroid Build Coastguard Worker break;
128*c8dee2aaSAndroid Build Coastguard Worker case GrPrimitiveType::kLines:
129*c8dee2aaSAndroid Build Coastguard Worker topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
130*c8dee2aaSAndroid Build Coastguard Worker break;
131*c8dee2aaSAndroid Build Coastguard Worker case GrPrimitiveType::kLineStrip:
132*c8dee2aaSAndroid Build Coastguard Worker topology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
133*c8dee2aaSAndroid Build Coastguard Worker break;
134*c8dee2aaSAndroid Build Coastguard Worker default:
135*c8dee2aaSAndroid Build Coastguard Worker SkUNREACHABLE;
136*c8dee2aaSAndroid Build Coastguard Worker }
137*c8dee2aaSAndroid Build Coastguard Worker gpu->currentCommandList()->setPrimitiveTopology(topology);
138*c8dee2aaSAndroid Build Coastguard Worker }
139*c8dee2aaSAndroid Build Coastguard Worker
set_scissor_rects(GrD3DGpu * gpu,const GrRenderTarget * renderTarget,GrSurfaceOrigin rtOrigin,const SkIRect & scissorRect)140*c8dee2aaSAndroid Build Coastguard Worker void set_scissor_rects(GrD3DGpu* gpu, const GrRenderTarget* renderTarget, GrSurfaceOrigin rtOrigin,
141*c8dee2aaSAndroid Build Coastguard Worker const SkIRect& scissorRect) {
142*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(scissorRect.isEmpty() ||
143*c8dee2aaSAndroid Build Coastguard Worker SkIRect::MakeWH(renderTarget->width(), renderTarget->height()).contains(scissorRect));
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker D3D12_RECT scissor;
146*c8dee2aaSAndroid Build Coastguard Worker scissor.left = scissorRect.fLeft;
147*c8dee2aaSAndroid Build Coastguard Worker scissor.right = scissorRect.fRight;
148*c8dee2aaSAndroid Build Coastguard Worker if (kTopLeft_GrSurfaceOrigin == rtOrigin) {
149*c8dee2aaSAndroid Build Coastguard Worker scissor.top = scissorRect.fTop;
150*c8dee2aaSAndroid Build Coastguard Worker } else {
151*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(kBottomLeft_GrSurfaceOrigin == rtOrigin);
152*c8dee2aaSAndroid Build Coastguard Worker scissor.top = renderTarget->height() - scissorRect.fBottom;
153*c8dee2aaSAndroid Build Coastguard Worker }
154*c8dee2aaSAndroid Build Coastguard Worker scissor.bottom = scissor.top + scissorRect.height();
155*c8dee2aaSAndroid Build Coastguard Worker
156*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(scissor.left >= 0);
157*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(scissor.top >= 0);
158*c8dee2aaSAndroid Build Coastguard Worker gpu->currentCommandList()->setScissorRects(1, &scissor);
159*c8dee2aaSAndroid Build Coastguard Worker }
160*c8dee2aaSAndroid Build Coastguard Worker
set_viewport(GrD3DGpu * gpu,const GrRenderTarget * renderTarget)161*c8dee2aaSAndroid Build Coastguard Worker void set_viewport(GrD3DGpu* gpu, const GrRenderTarget* renderTarget) {
162*c8dee2aaSAndroid Build Coastguard Worker D3D12_VIEWPORT viewport;
163*c8dee2aaSAndroid Build Coastguard Worker viewport.TopLeftX = 0.0f;
164*c8dee2aaSAndroid Build Coastguard Worker viewport.TopLeftY = 0.0f;
165*c8dee2aaSAndroid Build Coastguard Worker viewport.Width = SkIntToScalar(renderTarget->width());
166*c8dee2aaSAndroid Build Coastguard Worker viewport.Height = SkIntToScalar(renderTarget->height());
167*c8dee2aaSAndroid Build Coastguard Worker viewport.MinDepth = 0.0f;
168*c8dee2aaSAndroid Build Coastguard Worker viewport.MaxDepth = 1.0f;
169*c8dee2aaSAndroid Build Coastguard Worker gpu->currentCommandList()->setViewports(1, &viewport);
170*c8dee2aaSAndroid Build Coastguard Worker }
171*c8dee2aaSAndroid Build Coastguard Worker
onBindPipeline(const GrProgramInfo & info,const SkRect & drawBounds)172*c8dee2aaSAndroid Build Coastguard Worker bool GrD3DOpsRenderPass::onBindPipeline(const GrProgramInfo& info, const SkRect& drawBounds) {
173*c8dee2aaSAndroid Build Coastguard Worker SkRect rtRect = SkRect::Make(fBounds);
174*c8dee2aaSAndroid Build Coastguard Worker if (rtRect.intersect(drawBounds)) {
175*c8dee2aaSAndroid Build Coastguard Worker rtRect.roundOut(&fCurrentPipelineBounds);
176*c8dee2aaSAndroid Build Coastguard Worker } else {
177*c8dee2aaSAndroid Build Coastguard Worker fCurrentPipelineBounds.setEmpty();
178*c8dee2aaSAndroid Build Coastguard Worker }
179*c8dee2aaSAndroid Build Coastguard Worker
180*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
181*c8dee2aaSAndroid Build Coastguard Worker fCurrentPipelineState =
182*c8dee2aaSAndroid Build Coastguard Worker fGpu->resourceProvider().findOrCreateCompatiblePipelineState(d3dRT, info);
183*c8dee2aaSAndroid Build Coastguard Worker if (!fCurrentPipelineState) {
184*c8dee2aaSAndroid Build Coastguard Worker return false;
185*c8dee2aaSAndroid Build Coastguard Worker }
186*c8dee2aaSAndroid Build Coastguard Worker
187*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->setGraphicsRootSignature(fCurrentPipelineState->rootSignature());
188*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->setPipelineState(fCurrentPipelineState->pipeline());
189*c8dee2aaSAndroid Build Coastguard Worker fCurrentPipelineState->setAndBindConstants(fGpu, fRenderTarget, info);
190*c8dee2aaSAndroid Build Coastguard Worker
191*c8dee2aaSAndroid Build Coastguard Worker set_stencil_ref(fGpu, info);
192*c8dee2aaSAndroid Build Coastguard Worker set_blend_factor(fGpu, info);
193*c8dee2aaSAndroid Build Coastguard Worker set_primitive_topology(fGpu, info);
194*c8dee2aaSAndroid Build Coastguard Worker if (!info.pipeline().isScissorTestEnabled()) {
195*c8dee2aaSAndroid Build Coastguard Worker // "Disable" scissor by setting it to the full pipeline bounds.
196*c8dee2aaSAndroid Build Coastguard Worker set_scissor_rects(fGpu, fRenderTarget, fOrigin, fCurrentPipelineBounds);
197*c8dee2aaSAndroid Build Coastguard Worker }
198*c8dee2aaSAndroid Build Coastguard Worker set_viewport(fGpu, fRenderTarget);
199*c8dee2aaSAndroid Build Coastguard Worker
200*c8dee2aaSAndroid Build Coastguard Worker return true;
201*c8dee2aaSAndroid Build Coastguard Worker }
202*c8dee2aaSAndroid Build Coastguard Worker
onSetScissorRect(const SkIRect & scissor)203*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onSetScissorRect(const SkIRect& scissor) {
204*c8dee2aaSAndroid Build Coastguard Worker SkIRect combinedScissorRect;
205*c8dee2aaSAndroid Build Coastguard Worker if (!combinedScissorRect.intersect(fCurrentPipelineBounds, scissor)) {
206*c8dee2aaSAndroid Build Coastguard Worker combinedScissorRect = SkIRect::MakeEmpty();
207*c8dee2aaSAndroid Build Coastguard Worker }
208*c8dee2aaSAndroid Build Coastguard Worker
209*c8dee2aaSAndroid Build Coastguard Worker set_scissor_rects(fGpu, fRenderTarget, fOrigin, combinedScissorRect);
210*c8dee2aaSAndroid Build Coastguard Worker }
211*c8dee2aaSAndroid Build Coastguard Worker
update_resource_state(GrTexture * tex,GrRenderTarget * rt,GrD3DGpu * gpu)212*c8dee2aaSAndroid Build Coastguard Worker void update_resource_state(GrTexture* tex, GrRenderTarget* rt, GrD3DGpu* gpu) {
213*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!tex->isProtected() || (rt->isProtected() && gpu->protectedContext()));
214*c8dee2aaSAndroid Build Coastguard Worker GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(tex);
215*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(d3dTex);
216*c8dee2aaSAndroid Build Coastguard Worker d3dTex->setResourceState(gpu, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
217*c8dee2aaSAndroid Build Coastguard Worker }
218*c8dee2aaSAndroid Build Coastguard Worker
onBindTextures(const GrGeometryProcessor & geomProc,const GrSurfaceProxy * const geomProcTextures[],const GrPipeline & pipeline)219*c8dee2aaSAndroid Build Coastguard Worker bool GrD3DOpsRenderPass::onBindTextures(const GrGeometryProcessor& geomProc,
220*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceProxy* const geomProcTextures[],
221*c8dee2aaSAndroid Build Coastguard Worker const GrPipeline& pipeline) {
222*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCurrentPipelineState);
223*c8dee2aaSAndroid Build Coastguard Worker
224*c8dee2aaSAndroid Build Coastguard Worker // update textures to sampled resource state
225*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
226*c8dee2aaSAndroid Build Coastguard Worker update_resource_state(geomProcTextures[i]->peekTexture(), fRenderTarget, fGpu);
227*c8dee2aaSAndroid Build Coastguard Worker }
228*c8dee2aaSAndroid Build Coastguard Worker
229*c8dee2aaSAndroid Build Coastguard Worker pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
230*c8dee2aaSAndroid Build Coastguard Worker update_resource_state(te.texture(), fRenderTarget, fGpu);
231*c8dee2aaSAndroid Build Coastguard Worker });
232*c8dee2aaSAndroid Build Coastguard Worker
233*c8dee2aaSAndroid Build Coastguard Worker if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
234*c8dee2aaSAndroid Build Coastguard Worker update_resource_state(dstTexture, fRenderTarget, fGpu);
235*c8dee2aaSAndroid Build Coastguard Worker }
236*c8dee2aaSAndroid Build Coastguard Worker
237*c8dee2aaSAndroid Build Coastguard Worker // TODO: possibly check for success once we start binding properly
238*c8dee2aaSAndroid Build Coastguard Worker fCurrentPipelineState->setAndBindTextures(fGpu, geomProc, geomProcTextures, pipeline);
239*c8dee2aaSAndroid Build Coastguard Worker
240*c8dee2aaSAndroid Build Coastguard Worker return true;
241*c8dee2aaSAndroid Build Coastguard Worker }
242*c8dee2aaSAndroid Build Coastguard Worker
onBindBuffers(sk_sp<const GrBuffer> indexBuffer,sk_sp<const GrBuffer> instanceBuffer,sk_sp<const GrBuffer> vertexBuffer,GrPrimitiveRestart primRestart)243*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onBindBuffers(sk_sp<const GrBuffer> indexBuffer,
244*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrBuffer> instanceBuffer,
245*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrBuffer> vertexBuffer,
246*c8dee2aaSAndroid Build Coastguard Worker GrPrimitiveRestart primRestart) {
247*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(GrPrimitiveRestart::kNo == primRestart);
248*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCurrentPipelineState);
249*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fGpu->caps()->usePrimitiveRestart()); // Ignore primitiveRestart parameter.
250*c8dee2aaSAndroid Build Coastguard Worker
251*c8dee2aaSAndroid Build Coastguard Worker GrD3DDirectCommandList* currCmdList = fGpu->currentCommandList();
252*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(currCmdList);
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker fCurrentPipelineState->bindBuffers(fGpu, std::move(indexBuffer), std::move(instanceBuffer),
255*c8dee2aaSAndroid Build Coastguard Worker std::move(vertexBuffer), currCmdList);
256*c8dee2aaSAndroid Build Coastguard Worker }
257*c8dee2aaSAndroid Build Coastguard Worker
onDrawInstanced(int instanceCount,int baseInstance,int vertexCount,int baseVertex)258*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onDrawInstanced(int instanceCount, int baseInstance, int vertexCount,
259*c8dee2aaSAndroid Build Coastguard Worker int baseVertex) {
260*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCurrentPipelineState);
261*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->drawInstanced(vertexCount, instanceCount, baseVertex, baseInstance);
262*c8dee2aaSAndroid Build Coastguard Worker fGpu->stats()->incNumDraws();
263*c8dee2aaSAndroid Build Coastguard Worker }
264*c8dee2aaSAndroid Build Coastguard Worker
onDrawIndexedInstanced(int indexCount,int baseIndex,int instanceCount,int baseInstance,int baseVertex)265*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onDrawIndexedInstanced(int indexCount, int baseIndex, int instanceCount,
266*c8dee2aaSAndroid Build Coastguard Worker int baseInstance, int baseVertex) {
267*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fCurrentPipelineState);
268*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->drawIndexedInstanced(indexCount, instanceCount, baseIndex,
269*c8dee2aaSAndroid Build Coastguard Worker baseVertex, baseInstance);
270*c8dee2aaSAndroid Build Coastguard Worker fGpu->stats()->incNumDraws();
271*c8dee2aaSAndroid Build Coastguard Worker }
272*c8dee2aaSAndroid Build Coastguard Worker
onDrawIndirect(const GrBuffer * buffer,size_t offset,int drawCount)273*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onDrawIndirect(const GrBuffer* buffer, size_t offset, int drawCount) {
274*c8dee2aaSAndroid Build Coastguard Worker constexpr unsigned int kSlot = 0;
275*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DCommandSignature> cmdSig = fGpu->resourceProvider().findOrCreateCommandSignature(
276*c8dee2aaSAndroid Build Coastguard Worker GrD3DCommandSignature::ForIndexed::kNo, kSlot);
277*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->executeIndirect(cmdSig, drawCount,
278*c8dee2aaSAndroid Build Coastguard Worker static_cast<const GrD3DBuffer*>(buffer), offset);
279*c8dee2aaSAndroid Build Coastguard Worker fGpu->stats()->incNumDraws();
280*c8dee2aaSAndroid Build Coastguard Worker }
281*c8dee2aaSAndroid Build Coastguard Worker
onDrawIndexedIndirect(const GrBuffer * buffer,size_t offset,int drawCount)282*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onDrawIndexedIndirect(const GrBuffer* buffer, size_t offset,
283*c8dee2aaSAndroid Build Coastguard Worker int drawCount) {
284*c8dee2aaSAndroid Build Coastguard Worker constexpr unsigned int kSlot = 0;
285*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DCommandSignature> cmdSig = fGpu->resourceProvider().findOrCreateCommandSignature(
286*c8dee2aaSAndroid Build Coastguard Worker GrD3DCommandSignature::ForIndexed::kYes, kSlot);
287*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->executeIndirect(cmdSig, drawCount,
288*c8dee2aaSAndroid Build Coastguard Worker static_cast<const GrD3DBuffer*>(buffer), offset);
289*c8dee2aaSAndroid Build Coastguard Worker fGpu->stats()->incNumDraws();
290*c8dee2aaSAndroid Build Coastguard Worker }
291*c8dee2aaSAndroid Build Coastguard Worker
292*c8dee2aaSAndroid Build Coastguard Worker
scissor_to_d3d_clear_rect(const GrScissorState & scissor,const GrSurface * surface,GrSurfaceOrigin origin)293*c8dee2aaSAndroid Build Coastguard Worker static D3D12_RECT scissor_to_d3d_clear_rect(const GrScissorState& scissor,
294*c8dee2aaSAndroid Build Coastguard Worker const GrSurface* surface,
295*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceOrigin origin) {
296*c8dee2aaSAndroid Build Coastguard Worker D3D12_RECT clearRect;
297*c8dee2aaSAndroid Build Coastguard Worker // Flip rect if necessary
298*c8dee2aaSAndroid Build Coastguard Worker SkIRect d3dRect;
299*c8dee2aaSAndroid Build Coastguard Worker if (!scissor.enabled()) {
300*c8dee2aaSAndroid Build Coastguard Worker d3dRect.setXYWH(0, 0, surface->width(), surface->height());
301*c8dee2aaSAndroid Build Coastguard Worker } else if (kBottomLeft_GrSurfaceOrigin != origin) {
302*c8dee2aaSAndroid Build Coastguard Worker d3dRect = scissor.rect();
303*c8dee2aaSAndroid Build Coastguard Worker } else {
304*c8dee2aaSAndroid Build Coastguard Worker d3dRect.setLTRB(scissor.rect().fLeft, surface->height() - scissor.rect().fBottom,
305*c8dee2aaSAndroid Build Coastguard Worker scissor.rect().fRight, surface->height() - scissor.rect().fTop);
306*c8dee2aaSAndroid Build Coastguard Worker }
307*c8dee2aaSAndroid Build Coastguard Worker clearRect.left = d3dRect.fLeft;
308*c8dee2aaSAndroid Build Coastguard Worker clearRect.right = d3dRect.fRight;
309*c8dee2aaSAndroid Build Coastguard Worker clearRect.top = d3dRect.fTop;
310*c8dee2aaSAndroid Build Coastguard Worker clearRect.bottom = d3dRect.fBottom;
311*c8dee2aaSAndroid Build Coastguard Worker return clearRect;
312*c8dee2aaSAndroid Build Coastguard Worker }
313*c8dee2aaSAndroid Build Coastguard Worker
onClear(const GrScissorState & scissor,std::array<float,4> color)314*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onClear(const GrScissorState& scissor, std::array<float, 4> color) {
315*c8dee2aaSAndroid Build Coastguard Worker D3D12_RECT clearRect = scissor_to_d3d_clear_rect(scissor, fRenderTarget, fOrigin);
316*c8dee2aaSAndroid Build Coastguard Worker auto d3dRT = static_cast<GrD3DRenderTarget*>(fRenderTarget);
317*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(d3dRT->grD3DResourceState()->getResourceState() == D3D12_RESOURCE_STATE_RENDER_TARGET);
318*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->clearRenderTargetView(d3dRT, color, &clearRect);
319*c8dee2aaSAndroid Build Coastguard Worker }
320*c8dee2aaSAndroid Build Coastguard Worker
onClearStencilClip(const GrScissorState & scissor,bool insideStencilMask)321*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::onClearStencilClip(const GrScissorState& scissor, bool insideStencilMask) {
322*c8dee2aaSAndroid Build Coastguard Worker GrAttachment* sb = fRenderTarget->getStencilAttachment();
323*c8dee2aaSAndroid Build Coastguard Worker // this should only be called internally when we know we have a
324*c8dee2aaSAndroid Build Coastguard Worker // stencil buffer.
325*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(sb);
326*c8dee2aaSAndroid Build Coastguard Worker int stencilBitCount = GrBackendFormatStencilBits(sb->backendFormat());
327*c8dee2aaSAndroid Build Coastguard Worker
328*c8dee2aaSAndroid Build Coastguard Worker // The contract with the callers does not guarantee that we preserve all bits in the stencil
329*c8dee2aaSAndroid Build Coastguard Worker // during this clear. Thus we will clear the entire stencil to the desired value.
330*c8dee2aaSAndroid Build Coastguard Worker
331*c8dee2aaSAndroid Build Coastguard Worker uint8_t stencilColor = 0;
332*c8dee2aaSAndroid Build Coastguard Worker if (insideStencilMask) {
333*c8dee2aaSAndroid Build Coastguard Worker stencilColor = (1 << (stencilBitCount - 1));
334*c8dee2aaSAndroid Build Coastguard Worker }
335*c8dee2aaSAndroid Build Coastguard Worker
336*c8dee2aaSAndroid Build Coastguard Worker D3D12_RECT clearRect = scissor_to_d3d_clear_rect(scissor, fRenderTarget, fOrigin);
337*c8dee2aaSAndroid Build Coastguard Worker
338*c8dee2aaSAndroid Build Coastguard Worker auto d3dStencil = static_cast<GrD3DAttachment*>(sb);
339*c8dee2aaSAndroid Build Coastguard Worker fGpu->currentCommandList()->clearDepthStencilView(d3dStencil, stencilColor, &clearRect);
340*c8dee2aaSAndroid Build Coastguard Worker }
341*c8dee2aaSAndroid Build Coastguard Worker
inlineUpload(GrOpFlushState * state,GrDeferredTextureUploadFn & upload)342*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::inlineUpload(GrOpFlushState* state, GrDeferredTextureUploadFn& upload) {
343*c8dee2aaSAndroid Build Coastguard Worker // If we ever start using copy command lists for doing uploads, then we'll need to make sure
344*c8dee2aaSAndroid Build Coastguard Worker // we submit our main command list before doing the copy here and then start a new main command
345*c8dee2aaSAndroid Build Coastguard Worker // list.
346*c8dee2aaSAndroid Build Coastguard Worker
347*c8dee2aaSAndroid Build Coastguard Worker fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
348*c8dee2aaSAndroid Build Coastguard Worker
349*c8dee2aaSAndroid Build Coastguard Worker // We pass in true here to signal that after the upload we need to set the upload texture's
350*c8dee2aaSAndroid Build Coastguard Worker // resource state back to D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE.
351*c8dee2aaSAndroid Build Coastguard Worker state->doUpload(upload, true);
352*c8dee2aaSAndroid Build Coastguard Worker }
353*c8dee2aaSAndroid Build Coastguard Worker
submit()354*c8dee2aaSAndroid Build Coastguard Worker void GrD3DOpsRenderPass::submit() {
355*c8dee2aaSAndroid Build Coastguard Worker if (!fRenderTarget) {
356*c8dee2aaSAndroid Build Coastguard Worker return;
357*c8dee2aaSAndroid Build Coastguard Worker }
358*c8dee2aaSAndroid Build Coastguard Worker
359*c8dee2aaSAndroid Build Coastguard Worker // We don't use render passes in d3d, so there is nothing to submit here as all commands have
360*c8dee2aaSAndroid Build Coastguard Worker // already been recorded on the main command list. If in the future we start to use render
361*c8dee2aaSAndroid Build Coastguard Worker // passes on d3d12 devices that support them (most likely ARM devices), then we
362*c8dee2aaSAndroid Build Coastguard Worker // will submit them here.
363*c8dee2aaSAndroid Build Coastguard Worker fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
364*c8dee2aaSAndroid Build Coastguard Worker }
365