xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DPipelineState.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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/GrD3DPipelineState.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTemplates.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrFragmentProcessor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrProgramInfo.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrStencilSettings.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrXferProcessor.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DPipeline.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DRootSignature.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DTexture.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/effects/GrTextureEffect.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/SkSLCompiler.h"
23*c8dee2aaSAndroid Build Coastguard Worker 
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*c8dee2aaSAndroid Build Coastguard Worker GrD3DPipelineState::GrD3DPipelineState(
25*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<GrD3DPipeline> pipeline,
26*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<GrD3DRootSignature> rootSignature,
27*c8dee2aaSAndroid Build Coastguard Worker         const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
28*c8dee2aaSAndroid Build Coastguard Worker         const UniformInfoArray& uniforms,
29*c8dee2aaSAndroid Build Coastguard Worker         uint32_t uniformSize,
30*c8dee2aaSAndroid Build Coastguard Worker         uint32_t numSamplers,
31*c8dee2aaSAndroid Build Coastguard Worker         std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl,
32*c8dee2aaSAndroid Build Coastguard Worker         std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl,
33*c8dee2aaSAndroid Build Coastguard Worker         std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,
34*c8dee2aaSAndroid Build Coastguard Worker         size_t vertexStride,
35*c8dee2aaSAndroid Build Coastguard Worker         size_t instanceStride)
36*c8dee2aaSAndroid Build Coastguard Worker         : fPipeline(std::move(pipeline))
37*c8dee2aaSAndroid Build Coastguard Worker         , fRootSignature(std::move(rootSignature))
38*c8dee2aaSAndroid Build Coastguard Worker         , fBuiltinUniformHandles(builtinUniformHandles)
39*c8dee2aaSAndroid Build Coastguard Worker         , fGPImpl(std::move(gpImpl))
40*c8dee2aaSAndroid Build Coastguard Worker         , fXPImpl(std::move(xpImpl))
41*c8dee2aaSAndroid Build Coastguard Worker         , fFPImpls(std::move(fpImpls))
42*c8dee2aaSAndroid Build Coastguard Worker         , fDataManager(uniforms, uniformSize)
43*c8dee2aaSAndroid Build Coastguard Worker         , fNumSamplers(numSamplers)
44*c8dee2aaSAndroid Build Coastguard Worker         , fVertexStride(vertexStride)
45*c8dee2aaSAndroid Build Coastguard Worker         , fInstanceStride(instanceStride) {}
46*c8dee2aaSAndroid Build Coastguard Worker 
setAndBindConstants(GrD3DGpu * gpu,const GrRenderTarget * renderTarget,const GrProgramInfo & programInfo)47*c8dee2aaSAndroid Build Coastguard Worker void GrD3DPipelineState::setAndBindConstants(GrD3DGpu* gpu,
48*c8dee2aaSAndroid Build Coastguard Worker                                              const GrRenderTarget* renderTarget,
49*c8dee2aaSAndroid Build Coastguard Worker                                              const GrProgramInfo& programInfo) {
50*c8dee2aaSAndroid Build Coastguard Worker     this->setRenderTargetState(renderTarget, programInfo.origin());
51*c8dee2aaSAndroid Build Coastguard Worker 
52*c8dee2aaSAndroid Build Coastguard Worker     fGPImpl->setData(fDataManager, *gpu->caps()->shaderCaps(), programInfo.geomProc());
53*c8dee2aaSAndroid Build Coastguard Worker 
54*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < programInfo.pipeline().numFragmentProcessors(); ++i) {
55*c8dee2aaSAndroid Build Coastguard Worker         const auto& fp = programInfo.pipeline().getFragmentProcessor(i);
56*c8dee2aaSAndroid Build Coastguard Worker         fp.visitWithImpls([&](const GrFragmentProcessor& fp,
57*c8dee2aaSAndroid Build Coastguard Worker                               GrFragmentProcessor::ProgramImpl& impl) {
58*c8dee2aaSAndroid Build Coastguard Worker             impl.setData(fDataManager, fp);
59*c8dee2aaSAndroid Build Coastguard Worker         }, *fFPImpls[i]);
60*c8dee2aaSAndroid Build Coastguard Worker     }
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker     programInfo.pipeline().setDstTextureUniforms(fDataManager, &fBuiltinUniformHandles);
63*c8dee2aaSAndroid Build Coastguard Worker     fXPImpl->setData(fDataManager, programInfo.pipeline().getXferProcessor());
64*c8dee2aaSAndroid Build Coastguard Worker 
65*c8dee2aaSAndroid Build Coastguard Worker     D3D12_GPU_VIRTUAL_ADDRESS constantsAddress = fDataManager.uploadConstants(gpu);
66*c8dee2aaSAndroid Build Coastguard Worker     gpu->currentCommandList()->setGraphicsRootConstantBufferView(
67*c8dee2aaSAndroid Build Coastguard Worker         (unsigned int)(GrD3DRootSignature::ParamIndex::kConstantBufferView),
68*c8dee2aaSAndroid Build Coastguard Worker         constantsAddress);
69*c8dee2aaSAndroid Build Coastguard Worker }
70*c8dee2aaSAndroid Build Coastguard Worker 
setRenderTargetState(const GrRenderTarget * rt,GrSurfaceOrigin origin)71*c8dee2aaSAndroid Build Coastguard Worker void GrD3DPipelineState::setRenderTargetState(const GrRenderTarget* rt, GrSurfaceOrigin origin) {
72*c8dee2aaSAndroid Build Coastguard Worker     // Set RT adjustment and RT flip
73*c8dee2aaSAndroid Build Coastguard Worker     SkISize dimensions = rt->dimensions();
74*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fBuiltinUniformHandles.fRTAdjustmentUni.isValid());
75*c8dee2aaSAndroid Build Coastguard Worker     if (fRenderTargetState.fRenderTargetOrigin != origin ||
76*c8dee2aaSAndroid Build Coastguard Worker         fRenderTargetState.fRenderTargetSize != dimensions) {
77*c8dee2aaSAndroid Build Coastguard Worker         fRenderTargetState.fRenderTargetSize = dimensions;
78*c8dee2aaSAndroid Build Coastguard Worker         fRenderTargetState.fRenderTargetOrigin = origin;
79*c8dee2aaSAndroid Build Coastguard Worker 
80*c8dee2aaSAndroid Build Coastguard Worker         // The client will mark a swap buffer as kTopLeft when making a SkSurface because
81*c8dee2aaSAndroid Build Coastguard Worker         // D3D's framebuffer space has (0, 0) at the top left. This agrees with Skia's device
82*c8dee2aaSAndroid Build Coastguard Worker         // coords. However, in NDC (-1, -1) is the bottom left. So we flip when origin is kTopLeft.
83*c8dee2aaSAndroid Build Coastguard Worker         bool flip = (origin == kTopLeft_GrSurfaceOrigin);
84*c8dee2aaSAndroid Build Coastguard Worker         std::array<float, 4> v = SkSL::Compiler::GetRTAdjustVector(dimensions, flip);
85*c8dee2aaSAndroid Build Coastguard Worker         fDataManager.set4fv(fBuiltinUniformHandles.fRTAdjustmentUni, 1, v.data());
86*c8dee2aaSAndroid Build Coastguard Worker         if (fBuiltinUniformHandles.fRTFlipUni.isValid()) {
87*c8dee2aaSAndroid Build Coastguard Worker             // Note above that framebuffer space has origin top left. So we need !flip here.
88*c8dee2aaSAndroid Build Coastguard Worker             std::array<float, 2> d = SkSL::Compiler::GetRTFlipVector(rt->height(), !flip);
89*c8dee2aaSAndroid Build Coastguard Worker             fDataManager.set2fv(fBuiltinUniformHandles.fRTFlipUni, 1, d.data());
90*c8dee2aaSAndroid Build Coastguard Worker         }
91*c8dee2aaSAndroid Build Coastguard Worker     }
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker 
setAndBindTextures(GrD3DGpu * gpu,const GrGeometryProcessor & geomProc,const GrSurfaceProxy * const geomProcTextures[],const GrPipeline & pipeline)94*c8dee2aaSAndroid Build Coastguard Worker void GrD3DPipelineState::setAndBindTextures(GrD3DGpu* gpu,
95*c8dee2aaSAndroid Build Coastguard Worker                                             const GrGeometryProcessor& geomProc,
96*c8dee2aaSAndroid Build Coastguard Worker                                             const GrSurfaceProxy* const geomProcTextures[],
97*c8dee2aaSAndroid Build Coastguard Worker                                             const GrPipeline& pipeline) {
98*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(geomProcTextures || !geomProc.numTextureSamplers());
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker     std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers);
101*c8dee2aaSAndroid Build Coastguard Worker     std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers);
102*c8dee2aaSAndroid Build Coastguard Worker     unsigned int currTextureBinding = 0;
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
105*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(geomProcTextures[i]->asTextureProxy());
106*c8dee2aaSAndroid Build Coastguard Worker         const auto& sampler = geomProc.textureSampler(i);
107*c8dee2aaSAndroid Build Coastguard Worker         auto texture = static_cast<GrD3DTexture*>(geomProcTextures[i]->peekTexture());
108*c8dee2aaSAndroid Build Coastguard Worker         shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
109*c8dee2aaSAndroid Build Coastguard Worker         samplers[currTextureBinding++] =
110*c8dee2aaSAndroid Build Coastguard Worker                 gpu->resourceProvider().findOrCreateCompatibleSampler(sampler.samplerState());
111*c8dee2aaSAndroid Build Coastguard Worker         gpu->currentCommandList()->addSampledTextureRef(texture);
112*c8dee2aaSAndroid Build Coastguard Worker     }
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker     if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
115*c8dee2aaSAndroid Build Coastguard Worker         auto texture = static_cast<GrD3DTexture*>(dstTexture);
116*c8dee2aaSAndroid Build Coastguard Worker         shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
117*c8dee2aaSAndroid Build Coastguard Worker         samplers[currTextureBinding++] = gpu->resourceProvider().findOrCreateCompatibleSampler(
118*c8dee2aaSAndroid Build Coastguard Worker                                                GrSamplerState::Filter::kNearest);
119*c8dee2aaSAndroid Build Coastguard Worker         gpu->currentCommandList()->addSampledTextureRef(texture);
120*c8dee2aaSAndroid Build Coastguard Worker     }
121*c8dee2aaSAndroid Build Coastguard Worker 
122*c8dee2aaSAndroid Build Coastguard Worker     pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
123*c8dee2aaSAndroid Build Coastguard Worker         GrSamplerState samplerState = te.samplerState();
124*c8dee2aaSAndroid Build Coastguard Worker         auto* texture = static_cast<GrD3DTexture*>(te.texture());
125*c8dee2aaSAndroid Build Coastguard Worker         shaderResourceViews[currTextureBinding] = texture->shaderResourceView();
126*c8dee2aaSAndroid Build Coastguard Worker         samplers[currTextureBinding++] =
127*c8dee2aaSAndroid Build Coastguard Worker                 gpu->resourceProvider().findOrCreateCompatibleSampler(samplerState);
128*c8dee2aaSAndroid Build Coastguard Worker         gpu->currentCommandList()->addSampledTextureRef(texture);
129*c8dee2aaSAndroid Build Coastguard Worker     });
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fNumSamplers == currTextureBinding);
132*c8dee2aaSAndroid Build Coastguard Worker 
133*c8dee2aaSAndroid Build Coastguard Worker     // fill in descriptor tables and bind to root signature
134*c8dee2aaSAndroid Build Coastguard Worker     if (fNumSamplers > 0) {
135*c8dee2aaSAndroid Build Coastguard Worker         // set up descriptor tables and bind heaps
136*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<GrD3DDescriptorTable> srvTable =
137*c8dee2aaSAndroid Build Coastguard Worker                 gpu->resourceProvider().findOrCreateShaderViewTable(shaderResourceViews);
138*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<GrD3DDescriptorTable> samplerTable =
139*c8dee2aaSAndroid Build Coastguard Worker             gpu->resourceProvider().findOrCreateSamplerTable(samplers);
140*c8dee2aaSAndroid Build Coastguard Worker         gpu->currentCommandList()->setDescriptorHeaps(srvTable->heap(), samplerTable->heap());
141*c8dee2aaSAndroid Build Coastguard Worker 
142*c8dee2aaSAndroid Build Coastguard Worker         // bind shader resource view table
143*c8dee2aaSAndroid Build Coastguard Worker         gpu->currentCommandList()->setGraphicsRootDescriptorTable(
144*c8dee2aaSAndroid Build Coastguard Worker                 (unsigned int)GrD3DRootSignature::ParamIndex::kShaderViewDescriptorTable,
145*c8dee2aaSAndroid Build Coastguard Worker                 srvTable->baseGpuDescriptor());
146*c8dee2aaSAndroid Build Coastguard Worker 
147*c8dee2aaSAndroid Build Coastguard Worker         // bind sampler table
148*c8dee2aaSAndroid Build Coastguard Worker         gpu->currentCommandList()->setGraphicsRootDescriptorTable(
149*c8dee2aaSAndroid Build Coastguard Worker                 (unsigned int)GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable,
150*c8dee2aaSAndroid Build Coastguard Worker                 samplerTable->baseGpuDescriptor());
151*c8dee2aaSAndroid Build Coastguard Worker     }
152*c8dee2aaSAndroid Build Coastguard Worker }
153*c8dee2aaSAndroid Build Coastguard Worker 
bindBuffers(GrD3DGpu * gpu,sk_sp<const GrBuffer> indexBuffer,sk_sp<const GrBuffer> instanceBuffer,sk_sp<const GrBuffer> vertexBuffer,GrD3DDirectCommandList * commandList)154*c8dee2aaSAndroid Build Coastguard Worker void GrD3DPipelineState::bindBuffers(GrD3DGpu* gpu, sk_sp<const GrBuffer> indexBuffer,
155*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<const GrBuffer> instanceBuffer,
156*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<const GrBuffer> vertexBuffer,
157*c8dee2aaSAndroid Build Coastguard Worker                                      GrD3DDirectCommandList* commandList) {
158*c8dee2aaSAndroid Build Coastguard Worker     // Here our vertex and instance inputs need to match the same 0-based bindings they were
159*c8dee2aaSAndroid Build Coastguard Worker     // assigned in the PipelineState. That is, vertex first (if any) followed by instance.
160*c8dee2aaSAndroid Build Coastguard Worker     if (vertexBuffer) {
161*c8dee2aaSAndroid Build Coastguard Worker         auto* d3dVertexBuffer = static_cast<const GrD3DBuffer*>(vertexBuffer.get());
162*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!d3dVertexBuffer->isCpuBuffer());
163*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!d3dVertexBuffer->isMapped());
164*c8dee2aaSAndroid Build Coastguard Worker         const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState(
165*c8dee2aaSAndroid Build Coastguard Worker                 gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
166*c8dee2aaSAndroid Build Coastguard Worker     }
167*c8dee2aaSAndroid Build Coastguard Worker     if (instanceBuffer) {
168*c8dee2aaSAndroid Build Coastguard Worker         auto* d3dInstanceBuffer = static_cast<const GrD3DBuffer*>(instanceBuffer.get());
169*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!d3dInstanceBuffer->isCpuBuffer());
170*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!d3dInstanceBuffer->isMapped());
171*c8dee2aaSAndroid Build Coastguard Worker         const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState(
172*c8dee2aaSAndroid Build Coastguard Worker                 gpu, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
173*c8dee2aaSAndroid Build Coastguard Worker     }
174*c8dee2aaSAndroid Build Coastguard Worker     commandList->setVertexBuffers(0, std::move(vertexBuffer), fVertexStride,
175*c8dee2aaSAndroid Build Coastguard Worker                                   std::move(instanceBuffer), fInstanceStride);
176*c8dee2aaSAndroid Build Coastguard Worker 
177*c8dee2aaSAndroid Build Coastguard Worker     if (auto* d3dIndexBuffer = static_cast<const GrD3DBuffer*>(indexBuffer.get())) {
178*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!d3dIndexBuffer->isCpuBuffer());
179*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!d3dIndexBuffer->isMapped());
180*c8dee2aaSAndroid Build Coastguard Worker         const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState(
181*c8dee2aaSAndroid Build Coastguard Worker                 gpu, D3D12_RESOURCE_STATE_INDEX_BUFFER);
182*c8dee2aaSAndroid Build Coastguard Worker         commandList->setIndexBuffer(std::move(indexBuffer));
183*c8dee2aaSAndroid Build Coastguard Worker     }
184*c8dee2aaSAndroid Build Coastguard Worker }
185