xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DPipelineState.h (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 #ifndef GrD3DPipelineState_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrD3DPipelineState_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrBuffer.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrManagedResource.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DPipelineStateDataManager.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker class GrD3DDirectCommandList;
22*c8dee2aaSAndroid Build Coastguard Worker class GrD3DGpu;
23*c8dee2aaSAndroid Build Coastguard Worker class GrD3DPipeline;
24*c8dee2aaSAndroid Build Coastguard Worker class GrD3DRootSignature;
25*c8dee2aaSAndroid Build Coastguard Worker class GrProgramInfo;
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker class GrD3DPipelineState {
28*c8dee2aaSAndroid Build Coastguard Worker public:
29*c8dee2aaSAndroid Build Coastguard Worker     using UniformInfoArray = GrD3DPipelineStateDataManager::UniformInfoArray;
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker     GrD3DPipelineState(sk_sp<GrD3DPipeline> pipeline,
32*c8dee2aaSAndroid Build Coastguard Worker                        sk_sp<GrD3DRootSignature> rootSignature,
33*c8dee2aaSAndroid Build Coastguard Worker                        const GrGLSLBuiltinUniformHandles& builtinUniformHandles,
34*c8dee2aaSAndroid Build Coastguard Worker                        const UniformInfoArray& uniforms,
35*c8dee2aaSAndroid Build Coastguard Worker                        uint32_t uniformSize,
36*c8dee2aaSAndroid Build Coastguard Worker                        uint32_t numSamplers,
37*c8dee2aaSAndroid Build Coastguard Worker                        std::unique_ptr<GrGeometryProcessor::ProgramImpl> gpImpl,
38*c8dee2aaSAndroid Build Coastguard Worker                        std::unique_ptr<GrXferProcessor::ProgramImpl> xpImpl,
39*c8dee2aaSAndroid Build Coastguard Worker                        std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fpImpls,
40*c8dee2aaSAndroid Build Coastguard Worker                        size_t vertexStride,
41*c8dee2aaSAndroid Build Coastguard Worker                        size_t instanceStride);
42*c8dee2aaSAndroid Build Coastguard Worker 
pipeline()43*c8dee2aaSAndroid Build Coastguard Worker     const sk_sp<GrD3DPipeline>& pipeline() const { return fPipeline; }
rootSignature()44*c8dee2aaSAndroid Build Coastguard Worker     const sk_sp<GrD3DRootSignature>& rootSignature() const { return fRootSignature; }
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker     void setAndBindConstants(GrD3DGpu*, const GrRenderTarget*, const GrProgramInfo&);
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker     void setAndBindTextures(GrD3DGpu*,
49*c8dee2aaSAndroid Build Coastguard Worker                             const GrGeometryProcessor&,
50*c8dee2aaSAndroid Build Coastguard Worker                             const GrSurfaceProxy* const geomProcTextures[],
51*c8dee2aaSAndroid Build Coastguard Worker                             const GrPipeline&);
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     void bindBuffers(GrD3DGpu*, sk_sp<const GrBuffer> indexBuffer,
54*c8dee2aaSAndroid Build Coastguard Worker                      sk_sp<const GrBuffer> instanceBuffer, sk_sp<const GrBuffer> vertexBuffer,
55*c8dee2aaSAndroid Build Coastguard Worker                      GrD3DDirectCommandList* commandList);
56*c8dee2aaSAndroid Build Coastguard Worker 
57*c8dee2aaSAndroid Build Coastguard Worker     // We can only cache non dirty uniform values until we submit a command list. After that, the
58*c8dee2aaSAndroid Build Coastguard Worker     // next frame will get a completely different uniform buffer and/or offset into the buffer. Thus
59*c8dee2aaSAndroid Build Coastguard Worker     // we need a way to mark them all as dirty during submit.
markUniformsDirty()60*c8dee2aaSAndroid Build Coastguard Worker     void markUniformsDirty() { fDataManager.markDirty(); }
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker private:
63*c8dee2aaSAndroid Build Coastguard Worker     /**
64*c8dee2aaSAndroid Build Coastguard Worker      * We use the RT's size and origin to adjust from Skia device space to d3d normalized device
65*c8dee2aaSAndroid Build Coastguard Worker      * space and to make device space positions have the correct origin for processors that require
66*c8dee2aaSAndroid Build Coastguard Worker      * them.
67*c8dee2aaSAndroid Build Coastguard Worker      */
68*c8dee2aaSAndroid Build Coastguard Worker     struct RenderTargetState {
69*c8dee2aaSAndroid Build Coastguard Worker         SkISize         fRenderTargetSize;
70*c8dee2aaSAndroid Build Coastguard Worker         GrSurfaceOrigin fRenderTargetOrigin;
71*c8dee2aaSAndroid Build Coastguard Worker 
RenderTargetStateRenderTargetState72*c8dee2aaSAndroid Build Coastguard Worker         RenderTargetState() { this->invalidate(); }
invalidateRenderTargetState73*c8dee2aaSAndroid Build Coastguard Worker         void invalidate() {
74*c8dee2aaSAndroid Build Coastguard Worker             fRenderTargetSize.fWidth = -1;
75*c8dee2aaSAndroid Build Coastguard Worker             fRenderTargetSize.fHeight = -1;
76*c8dee2aaSAndroid Build Coastguard Worker             fRenderTargetOrigin = (GrSurfaceOrigin)-1;
77*c8dee2aaSAndroid Build Coastguard Worker         }
78*c8dee2aaSAndroid Build Coastguard Worker     };
79*c8dee2aaSAndroid Build Coastguard Worker 
80*c8dee2aaSAndroid Build Coastguard Worker     // Helper for setData() that sets the view matrix and loads the render target height uniform
81*c8dee2aaSAndroid Build Coastguard Worker     void setRenderTargetState(const GrRenderTarget*, GrSurfaceOrigin);
82*c8dee2aaSAndroid Build Coastguard Worker 
83*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrD3DPipeline> fPipeline;
84*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrD3DRootSignature> fRootSignature;
85*c8dee2aaSAndroid Build Coastguard Worker 
86*c8dee2aaSAndroid Build Coastguard Worker     // Tracks the current render target uniforms stored in the vertex buffer.
87*c8dee2aaSAndroid Build Coastguard Worker     RenderTargetState fRenderTargetState;
88*c8dee2aaSAndroid Build Coastguard Worker     GrGLSLBuiltinUniformHandles fBuiltinUniformHandles;
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     // Processors in the GrD3DPipelineState
91*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrGeometryProcessor::ProgramImpl>              fGPImpl;
92*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<GrXferProcessor::ProgramImpl>                  fXPImpl;
93*c8dee2aaSAndroid Build Coastguard Worker     std::vector<std::unique_ptr<GrFragmentProcessor::ProgramImpl>> fFPImpls;
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker     GrD3DPipelineStateDataManager fDataManager;
96*c8dee2aaSAndroid Build Coastguard Worker 
97*c8dee2aaSAndroid Build Coastguard Worker     unsigned int fNumSamplers;
98*c8dee2aaSAndroid Build Coastguard Worker     size_t fVertexStride;
99*c8dee2aaSAndroid Build Coastguard Worker     size_t fInstanceStride;
100*c8dee2aaSAndroid Build Coastguard Worker };
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker #endif
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