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 #include "src/gpu/ganesh/d3d/GrD3DPipelineState.h"
9
10 #include "include/private/base/SkTemplates.h"
11 #include "src/gpu/ganesh/GrFragmentProcessor.h"
12 #include "src/gpu/ganesh/GrGeometryProcessor.h"
13 #include "src/gpu/ganesh/GrProgramInfo.h"
14 #include "src/gpu/ganesh/GrStencilSettings.h"
15 #include "src/gpu/ganesh/GrXferProcessor.h"
16 #include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
17 #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
18 #include "src/gpu/ganesh/d3d/GrD3DPipeline.h"
19 #include "src/gpu/ganesh/d3d/GrD3DRootSignature.h"
20 #include "src/gpu/ganesh/d3d/GrD3DTexture.h"
21 #include "src/gpu/ganesh/effects/GrTextureEffect.h"
22 #include "src/sksl/SkSLCompiler.h"
23
GrD3DPipelineState(sk_sp<GrD3DPipeline> pipeline,sk_sp<GrD3DRootSignature> rootSignature,const GrGLSLBuiltinUniformHandles & builtinUniformHandles,const UniformInfoArray & uniforms,uint32_t uniformSize,uint32_t numSamplers,std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl,std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl,std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,size_t vertexStride,size_t instanceStride)24 GrD3DPipelineState::GrD3DPipelineState(
25 sk_sp<GrD3DPipeline> pipeline,
26 sk_sp<GrD3DRootSignature> rootSignature,
27 const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
28 const UniformInfoArray& uniforms,
29 uint32_t uniformSize,
30 uint32_t numSamplers,
31 std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl,
32 std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl,
33 std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,
34 size_t vertexStride,
35 size_t instanceStride)
36 : fPipeline(std::move(pipeline))
37 , fRootSignature(std::move(rootSignature))
38 , fBuiltinUniformHandles(builtinUniformHandles)
39 , fGPImpl(std::move(gpImpl))
40 , fXPImpl(std::move(xpImpl))
41 , fFPImpls(std::move(fpImpls))
42 , fDataManager(uniforms, uniformSize)
43 , fNumSamplers(numSamplers)
44 , fVertexStride(vertexStride)
45 , fInstanceStride(instanceStride) {}
46
setAndBindConstants(GrD3DGpu * gpu,const GrRenderTarget * renderTarget,const GrProgramInfo & programInfo)47 void GrD3DPipelineState::setAndBindConstants(GrD3DGpu* gpu,
48 const GrRenderTarget* renderTarget,
49 const GrProgramInfo& programInfo) {
50 this->setRenderTargetState(renderTarget, programInfo.origin());
51
52 fGPImpl->setData(fDataManager, *gpu->caps()->shaderCaps(), programInfo.geomProc());
53
54 for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) {
55 const auto& fp = programInfo.pipeline().getFragmentProcessor(i);
56 fp.visitWithImpls([&](const GrFragmentProcessor& fp,
57 GrFragmentProcessor::ProgramImpl& impl) {
58 impl.setData(fDataManager, fp);
59 }, *fFPImpls[i]);
60 }
61
62 programInfo.pipeline().setDstTextureUniforms(fDataManager, &fBuiltinUniformHandles);
63 fXPImpl->setData(fDataManager, programInfo.pipeline().getXferProcessor());
64
65 D3D12_GPU_VIRTUAL_ADDRESS constantsAddress = fDataManager.uploadConstants(gpu);
66 gpu->currentCommandList()->setGraphicsRootConstantBufferView(
67 (unsigned int)(GrD3DRootSignature::ParamIndex::kConstantBufferView),
68 constantsAddress);
69 }
70
setRenderTargetState(const GrRenderTarget * rt,GrSurfaceOrigin origin)71 void GrD3DPipelineState::setRenderTargetState(const GrRenderTarget* rt, GrSurfaceOrigin origin) {
72 // Set RT adjustment and RT flip
73 SkISize dimensions = rt->dimensions();
74 SkASSERT(fBuiltinUniformHandles.fRTAdjustmentUni.isValid());
75 if (fRenderTargetState.fRenderTargetOrigin != origin ||
76 fRenderTargetState.fRenderTargetSize != dimensions) {
77 fRenderTargetState.fRenderTargetSize = dimensions;
78 fRenderTargetState.fRenderTargetOrigin = origin;
79
80 // The client will mark a swap buffer as kTopLeft when making a SkSurface because
81 // D3D's framebuffer space has (0, 0) at the top left. This agrees with Skia's device
82 // coords. However, in NDC (-1, -1) is the bottom left. So we flip when origin is kTopLeft.
83 bool flip = (origin == kTopLeft_GrSurfaceOrigin);
84 std::array<float, 4> v = SkSL::Compiler::GetRTAdjustVector(dimensions, flip);
85 fDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, v.data());
86 if (fBuiltinUniformHandles.fRTFlipUni.isValid()) {
87 // Note above that framebuffer space has origin top left. So we need !flip here.
88 std::array<float, 2> d = SkSL::Compiler::GetRTFlipVector(rt->height(), !flip);
89 fDataManager.set2fv(fBuiltinUniformHandles.fRTFlipUni, 1, d.data());
90 }
91 }
92 }
93
setAndBindTextures(GrD3DGpu * gpu,const GrGeometryProcessor & geomProc,const GrSurfaceProxy * const geomProcTextures[],const GrPipeline & pipeline)94 void GrD3DPipelineState::setAndBindTextures(GrD3DGpu* gpu,
95 const GrGeometryProcessor& geomProc,
96 const GrSurfaceProxy* const geomProcTextures[],
97 const GrPipeline& pipeline) {
98 SkASSERT(geomProcTextures || !geomProc.numTextureSamplers());
99
100 std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers);
101 std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers);
102 unsigned int currTextureBinding = 0;
103
104 for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
105 SkASSERT(geomProcTextures[i]->asTextureProxy());
106 const auto& sampler = geomProc.textureSampler(i);
107 auto texture = static_cast<GrD3DTexture*>(geomProcTextures[i]->peekTexture());
108 shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
109 samplers[currTextureBinding++] =
110 gpu->resourceProvider().findOrCreateCompatibleSampler(sampler.samplerState());
111 gpu->currentCommandList()->addSampledTextureRef(texture);
112 }
113
114 if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
115 auto texture = static_cast<GrD3DTexture*>(dstTexture);
116 shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
117 samplers[currTextureBinding++] = gpu->resourceProvider().findOrCreateCompatibleSampler(
118 GrSamplerState::Filter::kNearest);
119 gpu->currentCommandList()->addSampledTextureRef(texture);
120 }
121
122 pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
123 GrSamplerState samplerState = te.samplerState();
124 auto* texture = static_cast<GrD3DTexture*>(te.texture());
125 shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
126 samplers[currTextureBinding++] =
127 gpu->resourceProvider().findOrCreateCompatibleSampler(samplerState);
128 gpu->currentCommandList()->addSampledTextureRef(texture);
129 });
130
131 SkASSERT(fNumSamplers == currTextureBinding);
132
133 // fill in descriptor tables and bind to root signature
134 if (fNumSamplers > 0) {
135 // set up descriptor tables and bind heaps
136 sk_sp<GrD3DDescriptorTable> srvTable =
137 gpu->resourceProvider().findOrCreateShaderViewTable(shaderResourceViews);
138 sk_sp<GrD3DDescriptorTable> samplerTable =
139 gpu->resourceProvider().findOrCreateSamplerTable(samplers);
140 gpu->currentCommandList()->setDescriptorHeaps(srvTable->heap(), samplerTable->heap());
141
142 // bind shader resource view table
143 gpu->currentCommandList()->setGraphicsRootDescriptorTable(
144 (unsigned int)GrD3DRootSignature::ParamIndex::kShaderViewDescriptorTable,
145 srvTable->baseGpuDescriptor());
146
147 // bind sampler table
148 gpu->currentCommandList()->setGraphicsRootDescriptorTable(
149 (unsigned int)GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable,
150 samplerTable->baseGpuDescriptor());
151 }
152 }
153
bindBuffers(GrD3DGpu * gpu,sk_sp<const GrBuffer> indexBuffer,sk_sp<const GrBuffer> instanceBuffer,sk_sp<const GrBuffer> vertexBuffer,GrD3DDirectCommandList * commandList)154 void GrD3DPipelineState::bindBuffers(GrD3DGpu* gpu, sk_sp<const GrBuffer> indexBuffer,
155 sk_sp<const GrBuffer> instanceBuffer,
156 sk_sp<const GrBuffer> vertexBuffer,
157 GrD3DDirectCommandList* commandList) {
158 // Here our vertex and instance inputs need to match the same 0-based bindings they were
159 // assigned in the PipelineState. That is, vertex first (if any) followed by instance.
160 if (vertexBuffer) {
161 auto* d3dVertexBuffer = static_cast<const GrD3DBuffer*>(vertexBuffer.get());
162 SkASSERT(!d3dVertexBuffer->isCpuBuffer());
163 SkASSERT(!d3dVertexBuffer->isMapped());
164 const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState(
165 gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
166 }
167 if (instanceBuffer) {
168 auto* d3dInstanceBuffer = static_cast<const GrD3DBuffer*>(instanceBuffer.get());
169 SkASSERT(!d3dInstanceBuffer->isCpuBuffer());
170 SkASSERT(!d3dInstanceBuffer->isMapped());
171 const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState(
172 gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
173 }
174 commandList->setVertexBuffers(0, std::move(vertexBuffer), fVertexStride,
175 std::move(instanceBuffer), fInstanceStride);
176
177 if (auto* d3dIndexBuffer = static_cast<const GrD3DBuffer*>(indexBuffer.get())) {
178 SkASSERT(!d3dIndexBuffer->isCpuBuffer());
179 SkASSERT(!d3dIndexBuffer->isMapped());
180 const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState(
181 gpu, D3D12_RESOURCE_STATE_INDEX_BUFFER);
182 commandList->setIndexBuffer(std::move(indexBuffer));
183 }
184 }
185